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\n  \n 2024\n \n \n (1)\n \n \n
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\n \n\n \n \n \n \n \n Checking Different Video Game Mechanics to Assess Cognitive Abilities in Groups with and without Emotional Problems.\n \n \n \n\n\n \n Román, F., J.; Gutiérrez, P.; Ramos-Cejudo, J.; González-Calero, P., A.; Gómez-Martín, P., P.; Larroy, C.; Martín-Brufau, R.; López-Cavada, C.; and Quiroga, M., Á.\n\n\n \n\n\n\n Journal of Intelligence, 12(1). 2024.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@article{\n title = {Checking Different Video Game Mechanics to Assess Cognitive Abilities in Groups with and without Emotional Problems},\n type = {article},\n year = {2024},\n volume = {12},\n id = {a1dc042f-2b33-3f0b-ab45-0afe693d17eb},\n created = {2024-04-25T10:08:25.458Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2024-04-25T10:21:12.923Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {This study assesses cognitive abilities through video games for entertainment (Blek, Edge, and Unpossible) that were programmed from scratch to record players’ behavior and the levels achieved in a sample without emotional problems and in one with emotional problems. The non-emotional-problem sample was recruited from three universities and two bachelor’s degree programs. The emotional-problem sample was recruited from two outpatient centers. The participants in the emotional-problem sample completed reduced versions of the ability tests and video games, as required by their emotional problems. Three subtests of the Differential Aptitude Test that assessed abstract reasoning, visuospatial reasoning, and perceptual speed were selected as ability tests. All participants were required to complete a mental health questionnaire (PROMIS) and a brief questionnaire on their gaming habits and previous experience with the video games used. The results that were obtained showed good convergent validity of the video games as measures of cognitive abilities, and they showed that the behavior of players in the sample without emotional problems while playing predicted the level achieved in the Blek and Unpossible game fragments, but this was only true for Unpossible in the emotional-problem sample; finally, shorter versions of the Blek and Edge game fragments can be used because they maintain their good psychometric properties.},\n bibtype = {article},\n author = {Román, Francisco J. and Gutiérrez, Pablo and Ramos-Cejudo, Juan and González-Calero, Pedro Antonio and Gómez-Martín, Pedro Pablo and Larroy, Cristina and Martín-Brufau, Ramón and López-Cavada, Carlos and Quiroga, María Ángeles},\n doi = {10.3390/jintelligence12010001},\n journal = {Journal of Intelligence},\n number = {1}\n}
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\n This study assesses cognitive abilities through video games for entertainment (Blek, Edge, and Unpossible) that were programmed from scratch to record players’ behavior and the levels achieved in a sample without emotional problems and in one with emotional problems. The non-emotional-problem sample was recruited from three universities and two bachelor’s degree programs. The emotional-problem sample was recruited from two outpatient centers. The participants in the emotional-problem sample completed reduced versions of the ability tests and video games, as required by their emotional problems. Three subtests of the Differential Aptitude Test that assessed abstract reasoning, visuospatial reasoning, and perceptual speed were selected as ability tests. All participants were required to complete a mental health questionnaire (PROMIS) and a brief questionnaire on their gaming habits and previous experience with the video games used. The results that were obtained showed good convergent validity of the video games as measures of cognitive abilities, and they showed that the behavior of players in the sample without emotional problems while playing predicted the level achieved in the Blek and Unpossible game fragments, but this was only true for Unpossible in the emotional-problem sample; finally, shorter versions of the Blek and Edge game fragments can be used because they maintain their good psychometric properties.\n
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\n  \n 2023\n \n \n (3)\n \n \n
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\n \n\n \n \n \n \n \n Diseño iterativo y colaborativo de Educational Escape Rooms en el Museo Nacional de Ciencias Naturales.\n \n \n \n\n\n \n Gutiérrez-Sánchez, P.; Camps-Ortueta, I.; Gómez-Martín, P., P.; and González-Calero, P., A.\n\n\n \n\n\n\n In CEUR Workshop Proceedings, volume 3599, 2023. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{\n title = {Diseño iterativo y colaborativo de Educational Escape Rooms en el Museo Nacional de Ciencias Naturales},\n type = {inproceedings},\n year = {2023},\n volume = {3599},\n id = {d58b919d-9510-3639-b4bc-fd486b0506b9},\n created = {2024-04-25T10:13:19.596Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2024-04-25T10:20:44.832Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {This article describes the 3 iterations that took place during the development of an Educational Escape Room at the National Museum of Natural Sciences that aimed to draw students’ attention to the impact of our consumption habits on the loss of Biodiversity. The game designers collaborated with primary and secondary school teachers and museum educators to find good design solutions to bring students closer to the acquisition of concepts such as Biodiversity and connect them to their daily lives, understanding that their actions have an impact.},\n bibtype = {inproceedings},\n author = {Gutiérrez-Sánchez, Pablo and Camps-Ortueta, Irene and Gómez-Martín, Pedro P. and González-Calero, Pedro A.},\n booktitle = {CEUR Workshop Proceedings}\n}
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\n This article describes the 3 iterations that took place during the development of an Educational Escape Room at the National Museum of Natural Sciences that aimed to draw students’ attention to the impact of our consumption habits on the loss of Biodiversity. The game designers collaborated with primary and secondary school teachers and museum educators to find good design solutions to bring students closer to the acquisition of concepts such as Biodiversity and connect them to their daily lives, understanding that their actions have an impact.\n
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\n \n\n \n \n \n \n \n Reinforcement Learning with Temporal Logic Specifications for Regression Testing NPCs in Video Games.\n \n \n \n\n\n \n Gutierrez-Sanchez, P.; Gomez-Martin, M., A.; Gonzalez-Calero, P., A.; and Gomez-Martin, P., P.\n\n\n \n\n\n\n In IEEE Conference on Computatonal Intelligence and Games, CIG, 2023. \n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Reinforcement Learning with Temporal Logic Specifications for Regression Testing NPCs in Video Games},\n type = {inproceedings},\n year = {2023},\n id = {455c7df0-bb9a-3daa-9ac2-3f707bdaba18},\n created = {2024-04-25T10:16:39.892Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2024-04-25T10:20:39.799Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Reinforcement learning (RL) is a promising strategy for the development of autonomous agents in various control and optimization contexts, including the generation of autonomous players in video games. However, designing these agents, and in particular their reward functions to perform sequential decision-making, can be challenging for most users and often require tedious trial-and-error processes until a satisfactory result is obtained. Consequently, these strategies are generally beyond reach for designers and quality control teams, who could potentially make use of them to generate automatic testing agents. This paper presents the application of reinforcement learning and behavioral descriptions given through a formal temporal logic task specification language (TLTL) for the design of NPCs that can be employed as surrogates for the player in such contexts. We argue that these techniques enable designers to naturally specify the way in which they would expect the final player to interact with a level and then generate a test that automatically verifies whether this strategy continues to be feasible throughout the development of the game. We include a series of experiments conducted on a custom 3D test environment developed in Unity3D that show that the proposed methodology provides a simple mechanism for training NPCs in settings that are commonly encountered in modern video games.},\n bibtype = {inproceedings},\n author = {Gutierrez-Sanchez, Pablo and Gomez-Martin, Marco A. and Gonzalez-Calero, Pedro A. and Gomez-Martin, Pedro P.},\n doi = {10.1109/CoG57401.2023.10333208},\n booktitle = {IEEE Conference on Computatonal Intelligence and Games, CIG}\n}
\n
\n\n\n
\n Reinforcement learning (RL) is a promising strategy for the development of autonomous agents in various control and optimization contexts, including the generation of autonomous players in video games. However, designing these agents, and in particular their reward functions to perform sequential decision-making, can be challenging for most users and often require tedious trial-and-error processes until a satisfactory result is obtained. Consequently, these strategies are generally beyond reach for designers and quality control teams, who could potentially make use of them to generate automatic testing agents. This paper presents the application of reinforcement learning and behavioral descriptions given through a formal temporal logic task specification language (TLTL) for the design of NPCs that can be employed as surrogates for the player in such contexts. We argue that these techniques enable designers to naturally specify the way in which they would expect the final player to interact with a level and then generate a test that automatically verifies whether this strategy continues to be feasible throughout the development of the game. We include a series of experiments conducted on a custom 3D test environment developed in Unity3D that show that the proposed methodology provides a simple mechanism for training NPCs in settings that are commonly encountered in modern video games.\n
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\n \n\n \n \n \n \n \n AI Behavior Graphs: A Visual Toolkit for Defining NPC Specifications for Regression Testing.\n \n \n \n\n\n \n Gutiérrez-Sánchez, P.; Gómez-Martín, M., A.; González-Calero, P., A.; and Gómez-Martín, P., P.\n\n\n \n\n\n\n In CEUR Workshop Proceedings, volume 3599, 2023. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {AI Behavior Graphs: A Visual Toolkit for Defining NPC Specifications for Regression Testing},\n type = {inproceedings},\n year = {2023},\n volume = {3599},\n id = {ac7ee06d-a0bb-3b2d-9574-eb05951eb00e},\n created = {2024-04-25T10:16:45.395Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2024-04-25T10:20:37.771Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Reinforcement learning (RL) offers a promising approach for developing autonomous agents in various domains, including the creation of in-game characters. However, crafting these agents, and particularly designing reward functions for sequential decision-making, remains a significant challenge, often involving iterative trial-and-error processes until achieving satisfactory results. Consequently, these strategies often elude game designers and quality control teams, who could otherwise use them to automate testing procedures. This paper extends our prior work by introducing “AI Behavior Graphs,” a visual toolkit designed to simplify the creation of behavior specifications for NPCs (Non-Player Characters). Our approach provides an intuitive graphical interface that enables designers to express their expectations for player-NPC interactions within a game level. These specifications are automatically translated into both Linear Temporal Logic (LTL) and Rabin automata, which can in turn be leveraged to dynamically generate reward functions during agent training. This not only expedites NPC development but also makes RL-based methodologies more accessible to a broader audience of game designers and quality assurance teams. Furthermore, it underscores a critical aspect of our approach: the ability to utilize these agents for playtesting game levels. This application ensures continuous validation of designer expectations throughout the development cycle, enhancing the overall game design process.},\n bibtype = {inproceedings},\n author = {Gutiérrez-Sánchez, Pablo and Gómez-Martín, Marco A. and González-Calero, Pedro A. and Gómez-Martín, Pedro P.},\n booktitle = {CEUR Workshop Proceedings}\n}
\n
\n\n\n
\n Reinforcement learning (RL) offers a promising approach for developing autonomous agents in various domains, including the creation of in-game characters. However, crafting these agents, and particularly designing reward functions for sequential decision-making, remains a significant challenge, often involving iterative trial-and-error processes until achieving satisfactory results. Consequently, these strategies often elude game designers and quality control teams, who could otherwise use them to automate testing procedures. This paper extends our prior work by introducing “AI Behavior Graphs,” a visual toolkit designed to simplify the creation of behavior specifications for NPCs (Non-Player Characters). Our approach provides an intuitive graphical interface that enables designers to express their expectations for player-NPC interactions within a game level. These specifications are automatically translated into both Linear Temporal Logic (LTL) and Rabin automata, which can in turn be leveraged to dynamically generate reward functions during agent training. This not only expedites NPC development but also makes RL-based methodologies more accessible to a broader audience of game designers and quality assurance teams. Furthermore, it underscores a critical aspect of our approach: the ability to utilize these agents for playtesting game levels. This application ensures continuous validation of designer expectations throughout the development cycle, enhancing the overall game design process.\n
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\n  \n 2022\n \n \n (3)\n \n \n
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\n \n\n \n \n \n \n \n Measuring Control to Dynamically Induce Flow in Tetris.\n \n \n \n\n\n \n Lora-Ariza, D., S.; Sanchez-Ruiz, A., A.; Gonzalez-Calero, P., A.; and Camps-Ortueta, I.\n\n\n \n\n\n\n IEEE Transactions on Games, 14(4). 2022.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@article{\n title = {Measuring Control to Dynamically Induce Flow in Tetris},\n type = {article},\n year = {2022},\n volume = {14},\n id = {c9e350b1-6847-328a-a76c-b59cfc0c082e},\n created = {2024-04-25T10:10:54.121Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2024-04-25T10:21:05.307Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Dynamic difficulty adjustment (DDA) is a set of techniques that aim to automatically adapt the difficulty of a video game based on the player's performance. This article presents a methodology for DDA using ideas from the theory of flow and case-based reasoning (CBR). In essence, we are looking to generate game sessions with a similar difficulty evolution to previous game sessions that have produced flow in players with a similar skill level. We propose a CBR approach to dynamically assess the player's skill level and adapt the difficulty of the game based on the relative complexity of the last game states. We develop a DDA system for Tetris using this methodology and show, in an experiment with 40 participants, that the DDA version has a measurable impact on the perceived flow using validated questionnaires.},\n bibtype = {article},\n author = {Lora-Ariza, Diana Sofia and Sanchez-Ruiz, Antonio A. and Gonzalez-Calero, Pedro Antonio and Camps-Ortueta, Irene},\n doi = {10.1109/TG.2022.3182901},\n journal = {IEEE Transactions on Games},\n number = {4}\n}
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\n Dynamic difficulty adjustment (DDA) is a set of techniques that aim to automatically adapt the difficulty of a video game based on the player's performance. This article presents a methodology for DDA using ideas from the theory of flow and case-based reasoning (CBR). In essence, we are looking to generate game sessions with a similar difficulty evolution to previous game sessions that have produced flow in players with a similar skill level. We propose a CBR approach to dynamically assess the player's skill level and adapt the difficulty of the game based on the relative complexity of the last game states. We develop a DDA system for Tetris using this methodology and show, in an experiment with 40 participants, that the DDA version has a measurable impact on the perceived flow using validated questionnaires.\n
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\n \n\n \n \n \n \n \n I CONGRESO ESPAÑOL DE VIDEOJUEGOS 2022.\n \n \n \n\n\n \n Calero, P., A., G.; Martín, M., A., G.; Martín, P., P., G.; Manjón, S., G.; Sánchez, P., G.; Peinado, F.; Granados, A., S., R.; Barbancho, I.; Bueno, C., B.; Nicolás, A., M., B.; Chover, M.; Álvarez, J., D.; Echeverría, J.; Fernández Leiva, A., J.; Ruiz, M., F.; Gallego-Durán, F., J.; Sánchez, P., G.; Vela, F., L., G.; Lara-Cabrera, R.; León, C.; Moreno, J., L.; Muñoz, A., L.; Mayor, J.; Medina, N., M.; Mejías-Climent, L.; Mora, A.; Munarriz, J.; Patow, G., A.; Sagredo, I.; Salinas, M., J.; Peris, F., J., S., I.; Sánchez-Ruiz, A., A.; Shliakhovchuk, E.; and Tejada, J.\n\n\n \n\n\n\n 2022.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@misc{\n title = {I CONGRESO ESPAÑOL DE VIDEOJUEGOS 2022},\n type = {misc},\n year = {2022},\n source = {CEUR Workshop Proceedings},\n volume = {3305},\n id = {a16d3aa7-6c39-3043-9597-10cfac5806b1},\n created = {2024-04-25T10:12:00.174Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2024-04-25T10:20:57.714Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {misc},\n author = {Calero, Pedro Antonio González and Martín, Marco Antonio Gómez and Martín, Pedro Pablo Gómez and Manjón, Sergio Gutiérrez and Sánchez, Pablo Gutiérrez and Peinado, Federico and Granados, Antonio Sánchez Ruiz and Barbancho, Isabel and Bueno, Carlos Blanco and Nicolás, Ana María Botella and Chover, Miguel and Álvarez, Josefa Díaz and Echeverría, Jorge and Fernández Leiva, Antonio J. and Ruiz, Marta Fernández and Gallego-Durán, Francisco J. and Sánchez, Pablo García and Vela, Francisco Luis Gutiérrez and Lara-Cabrera, Raul and León, Carlos and Moreno, Jorge L. and Muñoz, Alejandro Lozano and Mayor, Jesús and Medina, Nuria Medina and Mejías-Climent, Laura and Mora, Antonio and Munarriz, Jaime and Patow, Gustavo A. and Sagredo, Ismael and Salinas, María José and Peris, Francesc Josep Sanchez I. and Sánchez-Ruiz, Antonio A. and Shliakhovchuk, Elena and Tejada, Jesus}\n}
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\n \n\n \n \n \n \n \n Liquid Snake: a test environment for video game testing agents.\n \n \n \n\n\n \n Gutiérrez-Sánchez, P.; Gómez-Martín, M., A.; González-Calero, P., A.; and Gómez-Martín, P., P.\n\n\n \n\n\n\n In CEUR Workshop Proceedings, volume 3305, 2022. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Liquid Snake: a test environment for video game testing agents},\n type = {inproceedings},\n year = {2022},\n volume = {3305},\n id = {84aecc8d-79ce-335b-a245-de46d24730b9},\n created = {2024-04-25T10:17:25.646Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2024-04-25T10:20:35.594Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {In recent years, a number of benchmarks and test environments have been proposed for research on AI algorithms that have made it possible to evaluate and accelerate development in this field. There exists, however, an absence of environments in which to evaluate the feasibility of such algorithms in the context of games intended for continuous development, in particular in regression testing and automatic error detection tasks in commercial video games. In this paper we propose a new test-bed - Liquid Snake: a 3D third-person stealth game prototype, designed to conveniently integrate autonomous agent-driven quality control mechanisms into the development life cycle of a video game, based on the open source ML-Agents library in Unity3D. Focusing on the problem of regression testing on the potential unexpected changes induced in a game by altering the AI of enemies, we argue that this environment lends itself to be used as a sample test environment for automated QA methodologies thanks to the complexity and variety in the behaviors of NPCs naturally present in stealth titles.},\n bibtype = {inproceedings},\n author = {Gutiérrez-Sánchez, Pablo and Gómez-Martín, Marco A. and González-Calero, Pedro A. and Gómez-Martín, Pedro P.},\n booktitle = {CEUR Workshop Proceedings}\n}
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\n In recent years, a number of benchmarks and test environments have been proposed for research on AI algorithms that have made it possible to evaluate and accelerate development in this field. There exists, however, an absence of environments in which to evaluate the feasibility of such algorithms in the context of games intended for continuous development, in particular in regression testing and automatic error detection tasks in commercial video games. In this paper we propose a new test-bed - Liquid Snake: a 3D third-person stealth game prototype, designed to conveniently integrate autonomous agent-driven quality control mechanisms into the development life cycle of a video game, based on the open source ML-Agents library in Unity3D. Focusing on the problem of regression testing on the potential unexpected changes induced in a game by altering the AI of enemies, we argue that this environment lends itself to be used as a sample test environment for automated QA methodologies thanks to the complexity and variety in the behaviors of NPCs naturally present in stealth titles.\n
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\n  \n 2021\n \n \n (4)\n \n \n
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\n \n\n \n \n \n \n \n \n Reinforcement Learning Methods to Evaluate the Impact of AI Changes in Game Design.\n \n \n \n \n\n\n \n Gutiérrez-Sánchez, P.; Gómez-Martín, M., A.; González-Calero, P., A.; and Gómez-Martín, P., P.\n\n\n \n\n\n\n In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, volume 17, pages 10-17, 2021. \n \n\n\n\n
\n\n\n\n \n \n \"ReinforcementWebsite\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n\n\n\n
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@inproceedings{\n title = {Reinforcement Learning Methods to Evaluate the Impact of AI Changes in Game Design},\n type = {inproceedings},\n year = {2021},\n keywords = {Behavior Trees (BTs),Reinforcement Learning (RL)},\n pages = {10-17},\n volume = {17},\n issue = {1},\n websites = {https://ojs.aaai.org/index.php/AIIDE/article/view/18885},\n id = {12108204-894a-3407-adaa-b65eb32d057b},\n created = {2021-11-07T20:43:01.254Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2021-11-07T20:43:01.254Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {Game development has become a long process that requires many professionals working on a project during several months or years. With this scenario the re-utilization of resources is crucial not only to alleviate the process but also to bring coherence into the final product. In this paper we focus on the reuse of NPCs and the problems it brings about. In particular it is common to have different breeds (or personalities) of NPCs that are placed on different levels on the game. The problem arises when their behaviors are fine-tuned to accommodate a specific level needs without taking into consideration that this change may alter their performance on previous already-tested levels. The paper presents the application of reinforcement learning together with behavior trees to automatically test if modifications to the AIs of a stealth game have an impact on the user experience. Our experiments reveal that this approach provides a way of diagnosing alterations in level gameplay that correspond to the effects observed by human testers.},\n bibtype = {inproceedings},\n author = {Gutiérrez-Sánchez, Pablo and Gómez-Martín, Marco A. and González-Calero, Pedro A. and Gómez-Martín, Pedro P.},\n booktitle = {Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment}\n}
\n
\n\n\n
\n Game development has become a long process that requires many professionals working on a project during several months or years. With this scenario the re-utilization of resources is crucial not only to alleviate the process but also to bring coherence into the final product. In this paper we focus on the reuse of NPCs and the problems it brings about. In particular it is common to have different breeds (or personalities) of NPCs that are placed on different levels on the game. The problem arises when their behaviors are fine-tuned to accommodate a specific level needs without taking into consideration that this change may alter their performance on previous already-tested levels. The paper presents the application of reinforcement learning together with behavior trees to automatically test if modifications to the AIs of a stealth game have an impact on the user experience. Our experiments reveal that this approach provides a way of diagnosing alterations in level gameplay that correspond to the effects observed by human testers.\n
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\n \n\n \n \n \n \n \n Towards an Agile Methodology for the Design of Educational Games in Informal Education Settings.\n \n \n \n\n\n \n González-Calero, P., A.; Camps-Ortueta, I.; and Quiroga, M., A.\n\n\n \n\n\n\n SSRN Electronic Journal. 2021.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Towards an Agile Methodology for the Design of Educational Games in Informal Education Settings},\n type = {article},\n year = {2021},\n id = {77d594da-3f09-3f73-b21a-acd1aa74152d},\n created = {2024-04-25T10:09:31.296Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2024-04-25T10:21:07.651Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {article},\n author = {González-Calero, Pedro Antonio and Camps-Ortueta, Irene and Quiroga, Maria Angeles},\n doi = {10.2139/ssrn.3995240},\n journal = {SSRN Electronic Journal}\n}
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\n \n\n \n \n \n \n \n Preface.\n \n \n \n\n\n \n Hauge, J., B.; Cardoso, J., C.; Roque, L.; and Gonzalez-Calero, P.\n\n\n \n\n\n\n 2021.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@misc{\n title = {Preface},\n type = {misc},\n year = {2021},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n volume = {13056 LNCS},\n id = {9fd139a2-1fb4-3ec9-a488-c3519887b28d},\n created = {2024-04-25T10:11:07.027Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2024-04-25T10:21:02.754Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {misc},\n author = {Hauge, Jannicke Baalsrud and Cardoso, Jorge C.S. and Roque, Licínio and Gonzalez-Calero, Pedro}\n}
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\n \n\n \n \n \n \n \n A proposal for combining reinforcement learning and behavior trees for regression testing over gameplay metrics.\n \n \n \n\n\n \n Gutiérrez-Sánchez, P.; Gómez-Martín, M., A.; González-Calero, P., A.; and Gómez-Martín, P., P.\n\n\n \n\n\n\n In CEUR Workshop Proceedings, volume 3082, 2021. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {A proposal for combining reinforcement learning and behavior trees for regression testing over gameplay metrics},\n type = {inproceedings},\n year = {2021},\n volume = {3082},\n id = {ad0a55ae-ec57-3c0a-8039-2badaf16aed4},\n created = {2024-04-25T10:18:27.321Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2024-04-25T10:20:33.070Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {In this paper, we propose a methodology based on reinforcement learning to automate video game testing. In particular, we discuss how the use of game playing agents with hybrid policies that incorporate reinforcement learning nodes alongside manually implemented flows in the context of behavior trees could lead to potentially more generalizable, understandable, and easier to fine-tune testing agents than those implemented via pure reinforcement learning techniques. In addition, we explore different strategies and configurations for training these agents, and describe a simple procedure for detecting significant modifications in selected gameplay metrics of a game level after introducing design changes. This is intended as a road map for future work in the development of automatic game testing and balancing tools.},\n bibtype = {inproceedings},\n author = {Gutiérrez-Sánchez, Pablo and Gómez-Martín, Marco A. and González-Calero, Pedro A. and Gómez-Martín, Pedro P.},\n booktitle = {CEUR Workshop Proceedings}\n}
\n
\n\n\n
\n In this paper, we propose a methodology based on reinforcement learning to automate video game testing. In particular, we discuss how the use of game playing agents with hybrid policies that incorporate reinforcement learning nodes alongside manually implemented flows in the context of behavior trees could lead to potentially more generalizable, understandable, and easier to fine-tune testing agents than those implemented via pure reinforcement learning techniques. In addition, we explore different strategies and configurations for training these agents, and describe a simple procedure for detecting significant modifications in selected gameplay metrics of a game level after introducing design changes. This is intended as a road map for future work in the development of automatic game testing and balancing tools.\n
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\n  \n 2020\n \n \n (1)\n \n \n
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\n \n\n \n \n \n \n \n Telemetry and machine learning to speed-up the measure of intelligence through video games.\n \n \n \n\n\n \n Guo, M.; Gutiérrez-Sánchez, P.; Ortega-Álvarez, A.; González-Calero, P., A.; Quiroga, M., A.; and Gómez-Martín, P., P.\n\n\n \n\n\n\n In CEUR Workshop Proceedings, volume 2719, 2020. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Telemetry and machine learning to speed-up the measure of intelligence through video games},\n type = {inproceedings},\n year = {2020},\n volume = {2719},\n id = {5dd204da-854e-34b4-bd4b-c9c7ad6b206e},\n created = {2024-04-25T10:18:56.467Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2024-04-25T10:20:06.139Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Recent research has shown a high correlation between the g factor (or general intelligence factor) and overall performance in video games. This relationship is held not only when playing brain games but also other generalist commercial titles. Unfortunately, these off-the-shelf games do not allow automatic extraction of in-game behavior data. As a result, researchers are often forced to manually register the game sessions metrics, reducing the gathered information and, as a consequence, the results. The aim of our work is to help to improve the data collection process used in those studies by: (1) reimplementing a small subset consisting of three of the games used in these former studies; (2) developing a telemetry system to automate and enhance the recording of in-game user events and variables; and (3) deploying a web platform to conduct an online experiment to collect such data. With the obtained data, we attempt to predict a player's final score in a given game from truncated play logs (up to a certain point in time) using neural networks and random forest. This later analysis could potentially allow future studies to shorten experiment times, thus increasing the viability of game-based intelligence assessment.},\n bibtype = {inproceedings},\n author = {Guo, Mingxiao and Gutiérrez-Sánchez, Pablo and Ortega-Álvarez, Alejandro and González-Calero, Pedro A. and Quiroga, María Angeles and Gómez-Martín, Pedro P.},\n booktitle = {CEUR Workshop Proceedings}\n}
\n
\n\n\n
\n Recent research has shown a high correlation between the g factor (or general intelligence factor) and overall performance in video games. This relationship is held not only when playing brain games but also other generalist commercial titles. Unfortunately, these off-the-shelf games do not allow automatic extraction of in-game behavior data. As a result, researchers are often forced to manually register the game sessions metrics, reducing the gathered information and, as a consequence, the results. The aim of our work is to help to improve the data collection process used in those studies by: (1) reimplementing a small subset consisting of three of the games used in these former studies; (2) developing a telemetry system to automate and enhance the recording of in-game user events and variables; and (3) deploying a web platform to conduct an online experiment to collect such data. With the obtained data, we attempt to predict a player's final score in a given game from truncated play logs (up to a certain point in time) using neural networks and random forest. This later analysis could potentially allow future studies to shorten experiment times, thus increasing the viability of game-based intelligence assessment.\n
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\n  \n 2019\n \n \n (3)\n \n \n
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\n \n\n \n \n \n \n \n Towards Finding Flow in Tetris.\n \n \n \n\n\n \n Lora Ariza, D.; Sánchez-Ruiz, A.; and González-Calero, P.\n\n\n \n\n\n\n Volume 11680 LNAI 2019.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@book{\n title = {Towards Finding Flow in Tetris},\n type = {book},\n year = {2019},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n keywords = {Case-based reasoning,Dynamic difficulty adjustment,Flow,Tetris,Video games},\n volume = {11680 LNAI},\n id = {1f413e6d-e81e-3992-a7ec-ccbe2a75ca14},\n created = {2019-10-11T23:59:00.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2021-01-13T11:14:19.225Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© 2019, Springer Nature Switzerland AG. One of the most challenging goals in the game industry is to design games which are difficult enough to be a fun challenge but not so hard to provoke frustration among a wide range of different types of players. Dynamic difficulty adjustment (DDA) is a set of techniques used to customize the difficulty of a game according to the skill level of the player so that the game can keep the player “flowing”. In this paper, we present a novel DDA architecture that we implement using case-based reasoning and we integrate into a Tetris game. In particular, we dynamically change the difficulty of the game by selecting the next piece the player has to place on the board to make the current game more similar to one of the “good” games in our case base. Games are modeled using time series representing the evolution of different game features and evaluated by the players according to their level of entertainment. This way, we alter the difficulty of the game so that it evolves similarly to other previous good games and we expect the current player also experience the same flow.},\n bibtype = {book},\n author = {Lora Ariza, D.S. and Sánchez-Ruiz, A.A. and González-Calero, P.A.},\n doi = {10.1007/978-3-030-29249-2_18}\n}
\n
\n\n\n
\n © 2019, Springer Nature Switzerland AG. One of the most challenging goals in the game industry is to design games which are difficult enough to be a fun challenge but not so hard to provoke frustration among a wide range of different types of players. Dynamic difficulty adjustment (DDA) is a set of techniques used to customize the difficulty of a game according to the skill level of the player so that the game can keep the player “flowing”. In this paper, we present a novel DDA architecture that we implement using case-based reasoning and we integrate into a Tetris game. In particular, we dynamically change the difficulty of the game by selecting the next piece the player has to place on the board to make the current game more similar to one of the “good” games in our case base. Games are modeled using time series representing the evolution of different game features and evaluated by the players according to their level of entertainment. This way, we alter the difficulty of the game so that it evolves similarly to other previous good games and we expect the current player also experience the same flow.\n
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\n \n\n \n \n \n \n \n Measuring Preferences in Game Mechanics: Towards Personalized Chocolate-Covered Broccoli.\n \n \n \n\n\n \n Camps-Ortueta, I.; González-Calero, P.; Quiroga, M.; and Gómez-Martín, P.\n\n\n \n\n\n\n Volume 11863 LNCS 2019.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@book{\n title = {Measuring Preferences in Game Mechanics: Towards Personalized Chocolate-Covered Broccoli},\n type = {book},\n year = {2019},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n keywords = {Augmented Reality,Games for education,Games in museums,Informal learning,Serious games},\n volume = {11863 LNCS},\n id = {5476efe2-8ed7-3764-9d2a-26f03f6d2966},\n created = {2020-01-01T23:59:00.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2021-03-02T13:18:12.392Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {true},\n abstract = {© IFIP International Federation for Information Processing, 2019. When developing educational games we face the problem of finding the right design for making the learning activities as intrinsic to the game mechanics as possible. Nevertheless, in many cases it is not possible to fully integrate the learning content into the game play, resulting in the well known “chocolate-covered broccoli” game design. The long term goal of the work presented here is to determine whether a personalized selection of game mechanics for the playful part, the game mechanics around the learning part of the game, can improve the satisfaction of the player and therefore make the whole learning experience more enjoyable. The first step towards that goal is to obtain a model for the preferences of game mechanics for a particular type of game, and later use that model to guide the selection of game mechanics. In this paper, we present Enigma MNCN a treasure hunt for mobile devices designed for the National Museum of Natural Sciences of Spain and some experimental results intended to identify preferences for game mechanics in that type of game across demographic variables. The main finding of these experiments is that preferences in game mechanics get shadowed when combined with a mostly disliked learning mechanic.},\n bibtype = {book},\n author = {Camps-Ortueta, I. and González-Calero, P.A. and Quiroga, M.A. and Gómez-Martín, P.P.},\n doi = {10.1007/978-3-030-34644-7_2}\n}
\n
\n\n\n
\n © IFIP International Federation for Information Processing, 2019. When developing educational games we face the problem of finding the right design for making the learning activities as intrinsic to the game mechanics as possible. Nevertheless, in many cases it is not possible to fully integrate the learning content into the game play, resulting in the well known “chocolate-covered broccoli” game design. The long term goal of the work presented here is to determine whether a personalized selection of game mechanics for the playful part, the game mechanics around the learning part of the game, can improve the satisfaction of the player and therefore make the whole learning experience more enjoyable. The first step towards that goal is to obtain a model for the preferences of game mechanics for a particular type of game, and later use that model to guide the selection of game mechanics. In this paper, we present Enigma MNCN a treasure hunt for mobile devices designed for the National Museum of Natural Sciences of Spain and some experimental results intended to identify preferences for game mechanics in that type of game across demographic variables. The main finding of these experiments is that preferences in game mechanics get shadowed when combined with a mostly disliked learning mechanic.\n
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\n \n\n \n \n \n \n \n \n Trained Behavior Trees: Programming by Demonstration to Support AI Game Designers.\n \n \n \n \n\n\n \n Sagredo-Olivenza, I.; Gómez-Mart\\'\\in, P., P.; Gómez-Mart\\'\\in, M., A.; and González-Calero, P., A.\n\n\n \n\n\n\n IEEE Trans. Games, 11(1): 5-14. 2019.\n \n\n\n\n
\n\n\n\n \n \n \"TrainedWebsite\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Trained Behavior Trees: Programming by Demonstration to Support AI Game Designers},\n type = {article},\n year = {2019},\n pages = {5-14},\n volume = {11},\n websites = {https://doi.org/10.1109/TG.2017.2771831},\n id = {923290ac-5c1d-3e23-baac-562e61344ce2},\n created = {2021-11-07T20:39:27.021Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2021-11-07T20:39:27.021Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {DBLP:journals/tciaig/Sagredo-Olivenza19},\n source_type = {article},\n private_publication = {false},\n bibtype = {article},\n author = {Sagredo-Olivenza, Ismael and Gómez-Mart\\'\\in, Pedro Pablo and Gómez-Mart\\'\\in, Marco Antonio and González-Calero, Pedro Antonio},\n doi = {10.1109/TG.2017.2771831},\n journal = {IEEE Trans. Games},\n number = {1}\n}
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\n  \n 2017\n \n \n (5)\n \n \n
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\n \n\n \n \n \n \n \n Combining neural networks for controlling non-player characters in games.\n \n \n \n\n\n \n Sagredo-Olivenza, I.; Gómez-Martín, P.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n Volume 10306 LNCS 2017.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@book{\n title = {Combining neural networks for controlling non-player characters in games},\n type = {book},\n year = {2017},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n volume = {10306 LNCS},\n id = {3905539b-1e68-337a-bb50-517ca95804be},\n created = {2017-07-03T22:06:14.779Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-07-03T22:06:14.779Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© Springer International Publishing AG 2017.Creating the behavior for non-player characters in video games is a complex task that requires the collaboration among programmers and game designers. Usually game designers are only allowed to change certain parameters of the behavior, while programmers write new code whenever the behavior intended by designers cannot be achieved by just parameter tweaking. This becomes a time-consuming process that requires several iterations of designers testing the solution provided by programmers, followed by additional changes in the requirements that programmers must again re-implement. In this paper, we present an approach for creating the behavior of non-player characters in video games that gives more power to the game designer by combining program by demonstration and behavior trees. Our approach is able to build some parts of a behavior tree with the observed data in a previous training phase.},\n bibtype = {book},\n author = {Sagredo-Olivenza, I. and Gómez-Martín, P.P. and Gómez-Martín, M.A. and González-Calero, P.A.},\n doi = {10.1007/978-3-319-59147-6_59}\n}
\n
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\n © Springer International Publishing AG 2017.Creating the behavior for non-player characters in video games is a complex task that requires the collaboration among programmers and game designers. Usually game designers are only allowed to change certain parameters of the behavior, while programmers write new code whenever the behavior intended by designers cannot be achieved by just parameter tweaking. This becomes a time-consuming process that requires several iterations of designers testing the solution provided by programmers, followed by additional changes in the requirements that programmers must again re-implement. In this paper, we present an approach for creating the behavior of non-player characters in video games that gives more power to the game designer by combining program by demonstration and behavior trees. Our approach is able to build some parts of a behavior tree with the observed data in a previous training phase.\n
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\n \n\n \n \n \n \n \n Time series and case-based reasoning for an intelligent tetris game.\n \n \n \n\n\n \n Ariza, D.; Sánchez-Ruiz, A.; and González-Calero, P.\n\n\n \n\n\n\n Volume 10339 LNAI 2017.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@book{\n title = {Time series and case-based reasoning for an intelligent tetris game},\n type = {book},\n year = {2017},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n keywords = {Case-based reasoning,Dynamic difficulty adjustment,K-nearest neighbor,Tetris,Time series,Video games},\n volume = {10339 LNAI},\n id = {7d05ca99-015c-397c-8054-a982db1f4281},\n created = {2017-07-24T23:50:18.775Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-07-24T23:50:18.775Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© Springer International Publishing AG 2017. One of the biggest challenges when designing videogames is to keep a player’s engagement. Designers try to adapt the game experience for each player defining different difficulty levels or even different sets of behaviors that the non-player characters will use depending on the player profile. It is possible to use different machine learning techniques to automatically classify players in broader groups with distinctive behaviors and then dynamically adjust the game for those types of players. In this paper, we present a case-based approach to detect the skill level of the players in the Tetris game. Cases are extracted from previous game traces and contain time series describing the evolution of a few parameters during the game. Once we know the player level, we adapt the difficulty of the game dynamically providing better or worse Tetris pieces. Our experiments seem to confirm that this type of dynamic difficulty adjustment improves the satisfaction of the players.},\n bibtype = {book},\n author = {Ariza, D.S.L. and Sánchez-Ruiz, A.A. and González-Calero, P.A.},\n doi = {10.1007/978-3-319-61030-6_13}\n}
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\n © Springer International Publishing AG 2017. One of the biggest challenges when designing videogames is to keep a player’s engagement. Designers try to adapt the game experience for each player defining different difficulty levels or even different sets of behaviors that the non-player characters will use depending on the player profile. It is possible to use different machine learning techniques to automatically classify players in broader groups with distinctive behaviors and then dynamically adjust the game for those types of players. In this paper, we present a case-based approach to detect the skill level of the players in the Tetris game. Cases are extracted from previous game traces and contain time series describing the evolution of a few parameters during the game. Once we know the player level, we adapt the difficulty of the game dynamically providing better or worse Tetris pieces. Our experiments seem to confirm that this type of dynamic difficulty adjustment improves the satisfaction of the players.\n
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\n \n\n \n \n \n \n \n Using program by demonstration and visual scripting to supporting game design.\n \n \n \n\n\n \n Sagredo-Olivenza, I.; Gómez-Martín, P.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n Volume 10351 LNCS 2017.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@book{\n title = {Using program by demonstration and visual scripting to supporting game design},\n type = {book},\n year = {2017},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n keywords = {Case-based reasoning,Entertainment,Game AI Program by demonstration,Machine learning},\n volume = {10351 LNCS},\n id = {d95b9bd0-ee29-32c3-a70e-6cb1c2dd2f6d},\n created = {2017-08-10T19:44:24.318Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-08-10T19:44:24.318Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© Springer International Publishing AG 2017. Creating the behavior for non-player characters (NPCs) in video games is a complex task that requires the collaboration among programmers and game designers. Usually these game designers are responsible of configuring and fine tuning certain parameters of the behavior, while programmers write the actual code of those behaviors. That requires several iterations between them. In this paper, we present a new approach for creating the behavior of NPCs that gives more power to the game designer to create behavior without technical knowledge using program by demonstration but preserving the designer confident of the final behavior.},\n bibtype = {book},\n author = {Sagredo-Olivenza, I. and Gómez-Martín, P.P. and Gómez-Martín, M.A. and González-Calero, P.A.},\n doi = {10.1007/978-3-319-60045-1_5}\n}
\n
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\n © Springer International Publishing AG 2017. Creating the behavior for non-player characters (NPCs) in video games is a complex task that requires the collaboration among programmers and game designers. Usually these game designers are responsible of configuring and fine tuning certain parameters of the behavior, while programmers write the actual code of those behaviors. That requires several iterations between them. In this paper, we present a new approach for creating the behavior of NPCs that gives more power to the game designer to create behavior without technical knowledge using program by demonstration but preserving the designer confident of the final behavior.\n
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\n \n\n \n \n \n \n \n Combining augmented reality with real maps to promote social interaction in treasure hunts.\n \n \n \n\n\n \n Camps-Ortueta, I.; Rodríguez-Muñoz, J.; Gómez-Martín, P.; and González-Calero, P.\n\n\n \n\n\n\n In CEUR Workshop Proceedings, volume 1957, 2017. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Combining augmented reality with real maps to promote social interaction in treasure hunts},\n type = {inproceedings},\n year = {2017},\n volume = {1957},\n id = {fd683a93-b47b-33fa-bfe5-709ca37d6aec},\n created = {2017-11-27T17:54:17.358Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-11-27T17:54:17.358Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {The game “Enigma Galdiano” is a mobile game that implements a treasure hunt in the Lázaro Galdiano museum in Madrid (Spain). The main design challenge in this game is to promote and facilitate the collaboration between an adult and a kid playing the game together. The collaboration is mediated through a map, a real one, that is used by the adult and contains additional information that is not included in the app. In this paper we describe the game along with the results of an empirical evaluation that suggest a few lines of improvement.},\n bibtype = {inproceedings},\n author = {Camps-Ortueta, I. and Rodríguez-Muñoz, J.M. and Gómez-Martín, P.P. and González-Calero, P.A.},\n booktitle = {CEUR Workshop Proceedings}\n}
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\n The game “Enigma Galdiano” is a mobile game that implements a treasure hunt in the Lázaro Galdiano museum in Madrid (Spain). The main design challenge in this game is to promote and facilitate the collaboration between an adult and a kid playing the game together. The collaboration is mediated through a map, a real one, that is used by the adult and contains additional information that is not included in the app. In this paper we describe the game along with the results of an empirical evaluation that suggest a few lines of improvement.\n
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\n \n\n \n \n \n \n \n Preface.\n \n \n \n\n\n \n González Calero, P., A.; Camacho, D.; and Gómez Martín, M., A.\n\n\n \n\n\n\n 2017.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@misc{\n title = {Preface},\n type = {misc},\n year = {2017},\n source = {CEUR Workshop Proceedings},\n volume = {1957},\n id = {cd0e5e20-42eb-3eaf-afeb-cf970002764c},\n created = {2024-04-25T10:11:42.330Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2024-04-25T10:21:00.081Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {misc},\n author = {González Calero, Pedro Antonio and Camacho, David and Gómez Martín, Marco Antonio}\n}
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\n  \n 2016\n \n \n (11)\n \n \n
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\n \n\n \n \n \n \n \n \n Measuring similarity of individuals in description logics over the refinement space of conjunctive queries.\n \n \n \n \n\n\n \n Sánchez-Ruiz, A., A.; Ontañón, S.; González-Calero, P., A.; and Plaza, E.\n\n\n \n\n\n\n J. Intell. Inf. Syst., 47(3): 447-467. 2016.\n \n\n\n\n
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\n
@article{\n title = {Measuring similarity of individuals in description logics over the refinement space of conjunctive queries},\n type = {article},\n year = {2016},\n pages = {447-467},\n volume = {47},\n websites = {https://doi.org/10.1007/s10844-015-0374-3},\n id = {bf23f75f-78b0-3bc5-a28d-96a470173fb4},\n created = {2017-11-06T19:23:38.362Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-11-06T19:23:38.362Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {DBLP:journals/jiis/Sanchez-RuizOGP16},\n source_type = {article},\n private_publication = {false},\n bibtype = {article},\n author = {Sánchez-Ruiz, Antonio A and Ontañón, Santiago and González-Calero, Pedro A and Plaza, Enric},\n doi = {10.1007/s10844-015-0374-3},\n journal = {J. Intell. Inf. Syst.},\n number = {3}\n}
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\n \n\n \n \n \n \n \n \n Dynamic Difficulty Adjustment in Tetris.\n \n \n \n \n\n\n \n Lora, D.; Sánchez-Ruiz, A., A.; González-Calero, P., A.; and Gómez-Mart\\'\\in, M., A.\n\n\n \n\n\n\n In Markov, Z.; and Russell, I., editor(s), Proceedings of the Twenty-Ninth International Florida Artificial Intelligence Research Society Conference, FLAIRS 2016, Key Largo, Florida, May 16-18, 2016., pages 335-339, 2016. AAAI Press\n \n\n\n\n
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\n
@inproceedings{\n title = {Dynamic Difficulty Adjustment in Tetris},\n type = {inproceedings},\n year = {2016},\n pages = {335-339},\n websites = {http://www.aaai.org/ocs/index.php/FLAIRS/FLAIRS16/paper/view/12824},\n publisher = {AAAI Press},\n id = {2d16d82a-2229-301b-9392-c3464f7c1ca6},\n created = {2017-11-06T19:23:38.408Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-11-06T19:23:38.408Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {DBLP:conf/flairs/LoraSGG16},\n source_type = {inproceedings},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {Lora, Diana and Sánchez-Ruiz, Antonio A and González-Calero, Pedro A and Gómez-Mart\\'\\in, Marco Antonio},\n editor = {Markov, Zdravko and Russell, Ingrid},\n booktitle = {Proceedings of the Twenty-Ninth International Florida Artificial Intelligence Research Society Conference, FLAIRS 2016, Key Largo, Florida, May 16-18, 2016.}\n}
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\n \n\n \n \n \n \n \n \n Proceedings of the 3rd Congreso de la Sociedad Española para las Ciencias del Videojuego, Barcelona, Spain, June 29, 2016.\n \n \n \n \n\n\n \n Camacho, D.; Gómez-Mart\\'\\in, M., A.; and González-Calero, P., A.,\n editors.\n \n\n\n \n\n\n\n In Camacho, D.; Gómez-Mart\\'\\in, M., A.; and González-Calero, P., A., editor(s), volume 1682, of CEUR Workshop Proceedings, 2016. CEUR-WS.org\n \n\n\n\n
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\n
@inproceedings{\n title = {Proceedings of the 3rd Congreso de la Sociedad Española para las Ciencias del Videojuego, Barcelona, Spain, June 29, 2016},\n type = {inproceedings},\n year = {2016},\n volume = {1682},\n websites = {http://nbn-resolving.de/urn:nbn:de:0074-1682-4},\n publisher = {CEUR-WS.org},\n series = {CEUR Workshop Proceedings},\n id = {d5cab559-2e9b-314e-bea0-04bf60662573},\n created = {2017-11-06T19:23:38.412Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-11-06T19:23:38.412Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {DBLP:conf/cosecivi/2016},\n source_type = {proceedings},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {},\n editor = {Camacho, David and Gómez-Mart\\'\\in, Marco Antonio and González-Calero, Pedro Antonio}\n}
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\n \n\n \n \n \n \n \n \n Programming by Demonstration in Complex 3D Game.\n \n \n \n \n\n\n \n Sagredo-Olivenza, I.; Gómez-Mart\\'\\in, M., A.; Gómez-Mart\\'\\in, P., P.; and González-Calero, P., A.\n\n\n \n\n\n\n In Camacho, D.; Gómez-Mart\\'\\in, M., A.; and González-Calero, P., A., editor(s), Proceedings of the 3rd Congreso de la Sociedad Española para las Ciencias del Videojuego, Barcelona, Spain, June 29, 2016., volume 1682, of CEUR Workshop Proceedings, pages 101-112, 2016. CEUR-WS.org\n \n\n\n\n
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\n
@inproceedings{\n title = {Programming by Demonstration in Complex 3D Game},\n type = {inproceedings},\n year = {2016},\n pages = {101-112},\n volume = {1682},\n websites = {http://ceur-ws.org/Vol-1682/CoSeCiVi16_paper_11.pdf},\n publisher = {CEUR-WS.org},\n series = {CEUR Workshop Proceedings},\n id = {85849b0e-938b-3adf-bc0e-a8b3e8fee71e},\n created = {2017-11-06T19:23:38.544Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-11-06T19:23:38.544Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {DBLP:conf/cosecivi/Sagredo-Olivenza16},\n source_type = {inproceedings},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {Sagredo-Olivenza, Ismael and Gómez-Mart\\'\\in, Marco Antonio and Gómez-Mart\\'\\in, Pedro Pablo and González-Calero, Pedro A},\n editor = {Camacho, David and Gómez-Mart\\'\\in, Marco Antonio and González-Calero, Pedro Antonio},\n booktitle = {Proceedings of the 3rd Congreso de la Sociedad Española para las Ciencias del Videojuego, Barcelona, Spain, June 29, 2016.}\n}
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\n \n\n \n \n \n \n \n \n Proceedings of the Twenty-Ninth International Florida Artificial Intelligence Research Society Conference, FLAIRS 2016, Key Largo, Florida, May 16-18, 2016.\n \n \n \n \n\n\n \n Markov, Z.; and Russell, I.,\n editors.\n \n\n\n \n\n\n\n In Markov, Z.; and Russell, I., editor(s), 2016. AAAI Press\n \n\n\n\n
\n\n\n\n \n \n \"ProceedingsWebsite\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Proceedings of the Twenty-Ninth International Florida Artificial Intelligence Research Society Conference, FLAIRS 2016, Key Largo, Florida, May 16-18, 2016},\n type = {inproceedings},\n year = {2016},\n websites = {http://www.aaai.org/Library/FLAIRS/flairs16contents.php},\n publisher = {AAAI Press},\n id = {687fdd6d-e40c-3e83-a6cc-fd05454c9a27},\n created = {2017-11-06T19:23:38.567Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-11-06T19:23:38.567Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {DBLP:conf/flairs/2016},\n source_type = {proceedings},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {},\n editor = {Markov, Zdravko and Russell, Ingrid}\n}
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\n \n\n \n \n \n \n \n \n Proceedings of the 3rd Congreso de la Sociedad Española para las Ciencias del Videojuego, Barcelona, Spain, June 29, 2016.\n \n \n \n \n\n\n \n Camacho, D.; Gómez-Mart\\'\\in, M., A.; and González-Calero, P., A.,\n editors.\n \n\n\n \n\n\n\n In Camacho, D.; Gómez-Mart\\'\\in, M., A.; and González-Calero, P., A., editor(s), volume 1682, of CEUR Workshop Proceedings, 2016. CEUR-WS.org\n \n\n\n\n
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\n
@inproceedings{\n title = {Proceedings of the 3rd Congreso de la Sociedad Española para las Ciencias del Videojuego, Barcelona, Spain, June 29, 2016},\n type = {inproceedings},\n year = {2016},\n volume = {1682},\n websites = {http://nbn-resolving.de/urn:nbn:de:0074-1682-4},\n publisher = {CEUR-WS.org},\n series = {CEUR Workshop Proceedings},\n id = {bf08ea93-bfe3-38cb-abef-6c34661689c5},\n created = {2017-11-06T19:23:38.570Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-11-06T19:23:38.570Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {DBLP:conf/cosecivi/2016},\n source_type = {proceedings},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {},\n editor = {Camacho, David and Gómez-Mart\\'\\in, Marco Antonio and González-Calero, Pedro Antonio}\n}
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\n \n\n \n \n \n \n \n \n Dificulty Adjustment in Tetris with Time Series.\n \n \n \n \n\n\n \n Lora, D.; Sánchez-Ruiz, A., A.; and González-Calero, P., A.\n\n\n \n\n\n\n In Camacho, D.; Gómez-Mart\\'\\in, M., A.; and González-Calero, P., A., editor(s), Proceedings of the 3rd Congreso de la Sociedad Española para las Ciencias del Videojuego, Barcelona, Spain, June 29, 2016., volume 1682, of CEUR Workshop Proceedings, pages 89-100, 2016. CEUR-WS.org\n \n\n\n\n
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\n
@inproceedings{\n title = {Dificulty Adjustment in Tetris with Time Series},\n type = {inproceedings},\n year = {2016},\n pages = {89-100},\n volume = {1682},\n websites = {http://ceur-ws.org/Vol-1682/CoSeCiVi16_paper_10.pdf},\n publisher = {CEUR-WS.org},\n series = {CEUR Workshop Proceedings},\n id = {12839171-5c73-3fd9-8285-47046c2c8fc6},\n created = {2017-11-06T19:23:38.643Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-11-06T19:23:38.643Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {DBLP:conf/cosecivi/LoraSG16},\n source_type = {inproceedings},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {Lora, Diana and Sánchez-Ruiz, Antonio A and González-Calero, Pedro A},\n editor = {Camacho, David and Gómez-Mart\\'\\in, Marco Antonio and González-Calero, Pedro Antonio},\n booktitle = {Proceedings of the 3rd Congreso de la Sociedad Española para las Ciencias del Videojuego, Barcelona, Spain, June 29, 2016.}\n}
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\n \n\n \n \n \n \n \n Difficulty adjustment in tetris with time series.\n \n \n \n\n\n \n Lora, D.; Sánchez-Ruiz, A.; and González-Calero, P.\n\n\n \n\n\n\n In CEUR Workshop Proceedings, volume 1682, 2016. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@inproceedings{\n title = {Difficulty adjustment in tetris with time series},\n type = {inproceedings},\n year = {2016},\n keywords = {Casebased reasoning,Dynamic difficulty adjustment,Tetris,Time series},\n volume = {1682},\n id = {57806b9b-cebd-3c5c-87b9-10e32a572e6c},\n created = {2017-11-27T17:54:17.245Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-11-27T17:54:17.245Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Keeping a player within the flow in a game is a central goal for game designers, making the game neither too easy nor too hard. Dynamic Difficulty adjustment seeks to fulfill this goal by dynamically tuning difficulty according to player actions in the game. In this paper we demonstrate that case-based reasoning with time series can serve to automatically identify the ability of a player in a game, and thus serve as the input for difficulty adjustment based on player ability. We try different configurations for the generation of the case base from game logs, and compare them in terms of how well they classify player ability.},\n bibtype = {inproceedings},\n author = {Lora, D. and Sánchez-Ruiz, A.A. and González-Calero, P.A.},\n booktitle = {CEUR Workshop Proceedings}\n}
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\n Keeping a player within the flow in a game is a central goal for game designers, making the game neither too easy nor too hard. Dynamic Difficulty adjustment seeks to fulfill this goal by dynamically tuning difficulty according to player actions in the game. In this paper we demonstrate that case-based reasoning with time series can serve to automatically identify the ability of a player in a game, and thus serve as the input for difficulty adjustment based on player ability. We try different configurations for the generation of the case base from game logs, and compare them in terms of how well they classify player ability.\n
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\n \n\n \n \n \n \n \n Extensión de los grafos de dependencia para incrementar la rejugabilidad.\n \n \n \n\n\n \n Gómez-Martín, M.; Flórez-Puga, G.; Gómez-Martín, P.; and González-Calero, P.\n\n\n \n\n\n\n In CEUR Workshop Proceedings, volume 1682, 2016. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{\n title = {Extensión de los grafos de dependencia para incrementar la rejugabilidad},\n type = {inproceedings},\n year = {2016},\n volume = {1682},\n id = {c00761cf-29c3-3210-81da-e4b5785ce0b9},\n created = {2017-11-27T17:54:17.289Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-11-27T17:54:17.289Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {Gómez-Martín, M.A. and Flórez-Puga, G. and Gómez-Martín, P.P. and González-Calero, P.A.},\n booktitle = {CEUR Workshop Proceedings}\n}
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\n \n\n \n \n \n \n \n Programming by demonstration in a complex 3D game.\n \n \n \n\n\n \n Sagredo-Olivenza, I.; Gómez-Martín, M.; Gómez-Martín, P.; and González-Calero, P.\n\n\n \n\n\n\n In CEUR Workshop Proceedings, volume 1682, 2016. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Programming by demonstration in a complex 3D game},\n type = {inproceedings},\n year = {2016},\n volume = {1682},\n id = {007b2abb-9f67-332c-b12c-e9f5de0013f2},\n created = {2017-11-27T17:54:17.406Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-11-27T17:54:17.406Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {We have extended behavior trees to support a form of casebased reasoning by retrieving the best action to be performed according to the current state of the game. The case based was filled by programming by demonstration techniques. In this paper we demonstrate how this extension can be used to program the behavior of a non-player character in a complex 3D video game. We have also measured the perception of control that game designers have on the authoring process and conclude that designers are confident with the final result and they do not have the feeling of having lost control.},\n bibtype = {inproceedings},\n author = {Sagredo-Olivenza, I. and Gómez-Martín, M.A. and Gómez-Martín, P.P. and González-Calero, P.A.},\n booktitle = {CEUR Workshop Proceedings}\n}
\n
\n\n\n
\n We have extended behavior trees to support a form of casebased reasoning by retrieving the best action to be performed according to the current state of the game. The case based was filled by programming by demonstration techniques. In this paper we demonstrate how this extension can be used to program the behavior of a non-player character in a complex 3D video game. We have also measured the perception of control that game designers have on the authoring process and conclude that designers are confident with the final result and they do not have the feeling of having lost control.\n
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\n \n\n \n \n \n \n \n Prefacio.\n \n \n \n\n\n \n Calero, P., A., G.; Camacho, D.; and Martín, M., A., G.\n\n\n \n\n\n\n 2016.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@misc{\n title = {Prefacio},\n type = {misc},\n year = {2016},\n source = {CEUR Workshop Proceedings},\n volume = {1682},\n id = {ce831985-1cb7-36ed-be44-9884a6035399},\n created = {2024-04-25T10:13:33.290Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2024-04-25T10:20:42.544Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {misc},\n author = {Calero, Pedro Antonio González and Camacho, David and Martín, Marco Antonio Gómez}\n}
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\n  \n 2015\n \n \n (4)\n \n \n
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\n \n\n \n \n \n \n \n Measuring similarity of individuals in description logics over the refinement space of conjunctive queries.\n \n \n \n\n\n \n Sánchez-Ruiz, A.; Ontañón, S.; González-Calero, P.; and Plaza, E.\n\n\n \n\n\n\n Journal of Intelligent Information Systems. 2015.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{\n title = {Measuring similarity of individuals in description logics over the refinement space of conjunctive queries},\n type = {article},\n year = {2015},\n keywords = {Conjunctive queries,Description logics,Similarity assessment},\n id = {4994b75e-da52-365d-9a7b-982814c8fffb},\n created = {2016-03-23T11:20:07.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© 2015 Springer Science+Business Media New York Similarity assessment is a key operation in several areas of artificial intelligence. This paper focuses on measuring similarity in the context of Description Logics (DL), and specifically on similarity between individuals. The main contribution of this paper is a novel approach based on measuring similarity in the space of Conjunctive Queries, rather than in the space of concepts. The advantage of this approach is two fold. On the one hand, it is independent of the underlying DL and therefore there is no need to design similarity measures for different DL, and, on the other hand, the approach is computationally more efficient than searching in the space of concepts.},\n bibtype = {article},\n author = {Sánchez-Ruiz, A.A. and Ontañón, S. and González-Calero, P.A. and Plaza, E.},\n doi = {10.1007/s10844-015-0374-3},\n journal = {Journal of Intelligent Information Systems}\n}
\n
\n\n\n
\n © 2015 Springer Science+Business Media New York Similarity assessment is a key operation in several areas of artificial intelligence. This paper focuses on measuring similarity in the context of Description Logics (DL), and specifically on similarity between individuals. The main contribution of this paper is a novel approach based on measuring similarity in the space of Conjunctive Queries, rather than in the space of concepts. The advantage of this approach is two fold. On the one hand, it is independent of the underlying DL and therefore there is no need to design similarity measures for different DL, and, on the other hand, the approach is computationally more efficient than searching in the space of concepts.\n
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\n \n\n \n \n \n \n \n Implementation of query nodes in behavior trees | Implementación de nodos consulta en árboles de comportamiento.\n \n \n \n\n\n \n Sagredo-Olivenza, I.; Flórez-Puga, G.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In CEUR Workshop Proceedings, volume 1394, pages 144-155, 2015. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Implementation of query nodes in behavior trees | Implementación de nodos consulta en árboles de comportamiento},\n type = {inproceedings},\n year = {2015},\n pages = {144-155},\n volume = {1394},\n issue = {January},\n id = {3c97fcb4-0cef-3aa1-8f15-13b9c5aeac39},\n created = {2016-03-23T11:20:14.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {Sagredo-Olivenza, I. and Flórez-Puga, G. and Gómez-Martín, M.A. and González-Calero, P.A.},\n booktitle = {CEUR Workshop Proceedings}\n}
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\n \n\n \n \n \n \n \n Supporting the collaboration between programmers and designers building game ai.\n \n \n \n\n\n \n Sagredo-Olivenza, I.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n Volume 9353 2015.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Supporting the collaboration between programmers and designers building game ai},\n type = {book},\n year = {2015},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n volume = {9353},\n id = {386a6e8e-531a-3981-b0a5-ec5e78ed3989},\n created = {2017-11-27T17:54:17.517Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-11-27T17:54:17.517Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© IFIP International Federation for Information Processing 2015. The design of the behavior of non-player characters (NPCs) in a game is a collaborative task between programmers and designers. Nevertheless this collaboration is an open problem since the limits, responsibilities and competences are not well defined. Behavior trees are the technology of choice nowadays for programming the behavior of NPCs, and they are first and foremost a programmers tool. In this paper we describe an experiment that shows that with the right division of labor and a reduced background in Programming, designers can also build behavior trees and thus find a principled way to collaborate with programmers in that task.},\n bibtype = {book},\n author = {Sagredo-Olivenza, I. and Gómez-Martín, M.A. and González-Calero, P.A.},\n doi = {10.1007/978-3-319-24589-8_46}\n}
\n
\n\n\n
\n © IFIP International Federation for Information Processing 2015. The design of the behavior of non-player characters (NPCs) in a game is a collaborative task between programmers and designers. Nevertheless this collaboration is an open problem since the limits, responsibilities and competences are not well defined. Behavior trees are the technology of choice nowadays for programming the behavior of NPCs, and they are first and foremost a programmers tool. In this paper we describe an experiment that shows that with the right division of labor and a reduced background in Programming, designers can also build behavior trees and thus find a principled way to collaborate with programmers in that task.\n
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\n \n\n \n \n \n \n \n Supporting the Construction of a GUI Component for Specifying the Behavior of Non-Player Characters in Unity.\n \n \n \n\n\n \n Sagredo-Olivenza, I.; Flórez-Puga, G.; Gómez-Martín, M., A.; and González-Calero, P., A.\n\n\n \n\n\n\n International Journal of Creative Interfaces and Computer Graphics, 6(1). 2015.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Supporting the Construction of a GUI Component for Specifying the Behavior of Non-Player Characters in Unity},\n type = {article},\n year = {2015},\n volume = {6},\n id = {583f0b02-c7cf-3d0f-81a2-dcbbbbcaa351},\n created = {2024-04-25T10:13:07.462Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2024-04-25T10:20:46.809Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Unity 3D is a widely used middleware for game development, primarily by small studies. In addition to the core technology, a number of extensions or add-ons have been created by third-party developers to provide additional functionality. Nevertheless, the support Unity 3D provides for building GUI for such add-ons is at a very low level, and for that reason the authors have designed and built UHotDraw, an extensible framework in C# that simplifies the development of GUI and draw applications and editor extensions in Unity 3D.},\n bibtype = {article},\n author = {Sagredo-Olivenza, Ismael and Flórez-Puga, Gonzalo and Gómez-Martín, Marco Antonio and González-Calero, Pedro A.},\n doi = {10.4018/ijcicg.2015010103},\n journal = {International Journal of Creative Interfaces and Computer Graphics},\n number = {1}\n}
\n
\n\n\n
\n Unity 3D is a widely used middleware for game development, primarily by small studies. In addition to the core technology, a number of extensions or add-ons have been created by third-party developers to provide additional functionality. Nevertheless, the support Unity 3D provides for building GUI for such add-ons is at a very low level, and for that reason the authors have designed and built UHotDraw, an extensible framework in C# that simplifies the development of GUI and draw applications and editor extensions in Unity 3D.\n
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\n  \n 2014\n \n \n (5)\n \n \n
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\n \n\n \n \n \n \n \n Jcolibri2: A framework for building Case-based reasoning systems.\n \n \n \n\n\n \n Recio-García, J.; González-Calero, P.; and Díaz-Agudo, B.\n\n\n \n\n\n\n Science of Computer Programming, 79: 126-145. 2014.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{\n title = {Jcolibri2: A framework for building Case-based reasoning systems},\n type = {article},\n year = {2014},\n keywords = {Case-based reasoning,Framework,jCOLIBRI},\n pages = {126-145},\n volume = {79},\n id = {df211712-8a9c-3632-9885-e4e743caf049},\n created = {2016-03-23T11:20:12.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {This paper describes the jcolibri2 framework for building Case-based reasoning (CBR) systems. CBR is a mature subfield of artificial intelligence based on the reuse of previous problem solutions-cases-to solve new ones. However, up until now, it lacked a reference toolkit for developing such systems. jcolibri2 aims to become that toolkit and to foster the collaboration among research groups. This software is the result of the experience collected over several years of framework development and evolution. This experience is explained in the paper, together with a description of the specialized CBR tools that can be implemented with jcolibri: CBR with textual cases, recommenders, knowledge/data intensive applications or distributed architectures. © 2011 Elsevier B.V. All rights reserved.},\n bibtype = {article},\n author = {Recio-García, J.A. and González-Calero, P.A. and Díaz-Agudo, B.},\n doi = {10.1016/j.scico.2012.04.002},\n journal = {Science of Computer Programming}\n}
\n
\n\n\n
\n This paper describes the jcolibri2 framework for building Case-based reasoning (CBR) systems. CBR is a mature subfield of artificial intelligence based on the reuse of previous problem solutions-cases-to solve new ones. However, up until now, it lacked a reference toolkit for developing such systems. jcolibri2 aims to become that toolkit and to foster the collaboration among research groups. This software is the result of the experience collected over several years of framework development and evolution. This experience is explained in the paper, together with a description of the specialized CBR tools that can be implemented with jcolibri: CBR with textual cases, recommenders, knowledge/data intensive applications or distributed architectures. © 2011 Elsevier B.V. All rights reserved.\n
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\n \n\n \n \n \n \n \n The COLIBRI platform: Tools, features and working examples.\n \n \n \n\n\n \n Recio-García, J.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n Volume 494 2014.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {The COLIBRI platform: Tools, features and working examples},\n type = {book},\n year = {2014},\n source = {Studies in Computational Intelligence},\n pages = {55-85},\n volume = {494},\n id = {0f10152f-4827-3986-a5ab-14e31c43ca6a},\n created = {2016-03-23T11:20:16.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {COLIBRI is an open source platform for the development of Case-based reasoning (CBR) systems. It supports the development of different families of specialized CBR systems: from Textual CBR to Knowledge Intensive applications. This chapter provides a functional description of the platform, its capabilities and tools. These features are illustrated with real examples of working systems that have been developed using COLIBRI. This overview should serve to motivate and guide those readers that plan to develop CBR systems and are looking for a tool that eases this task. © 2014 Springer-Verlag Berlin Heidelberg.},\n bibtype = {book},\n author = {Recio-García, J.A. and Díaz-Agudo, B. and González-Calero, P.A.},\n doi = {10.1007/978-3-642-38736-4_5}\n}
\n
\n\n\n
\n COLIBRI is an open source platform for the development of Case-based reasoning (CBR) systems. It supports the development of different families of specialized CBR systems: from Textual CBR to Knowledge Intensive applications. This chapter provides a functional description of the platform, its capabilities and tools. These features are illustrated with real examples of working systems that have been developed using COLIBRI. This overview should serve to motivate and guide those readers that plan to develop CBR systems and are looking for a tool that eases this task. © 2014 Springer-Verlag Berlin Heidelberg.\n
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\n \n\n \n \n \n \n \n Preface of Special issue SEED2013.\n \n \n \n\n\n \n González Calero, P.\n\n\n \n\n\n\n Entertainment Computing, 5(4): 243. 2014.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Preface of Special issue SEED2013},\n type = {article},\n year = {2014},\n pages = {243},\n volume = {5},\n id = {5dd0ef90-9799-3f39-ba93-01dec5442b24},\n created = {2016-03-23T11:20:19.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {article},\n author = {González Calero, P.A.},\n doi = {10.1016/j.entcom.2014.10.001},\n journal = {Entertainment Computing},\n number = {4}\n}
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\n \n\n \n \n \n \n \n Template-based design in COLIBRI studio.\n \n \n \n\n\n \n Recio-García, J.; González-Calero, P.; and Díaz-Agudo, B.\n\n\n \n\n\n\n Information Systems, 40: 168-178. 2014.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{\n title = {Template-based design in COLIBRI studio},\n type = {article},\n year = {2014},\n keywords = {COLIBRI Studio,Case-Based Reasoning,Template-Based Design},\n pages = {168-178},\n volume = {40},\n id = {79a36cc7-7d38-34df-8ba0-805f191c1aca},\n created = {2016-03-23T11:20:22.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Case-Based Reasoning (CBR) and software generation share a common conceptual model of reusing components to obtain new solutions. Based on this model, in this paper we describe a novel development process for generating CBR systems based on the idea of reusing previous system designs. Template-Based Design (TBD) is the most significant activity in this development process and defines several actors (researcher, developer, student, etc.) involved in the development process of CBR systems with different backgrounds, motivations and goals. The TBD activity is supported by several tools integrated into the COLIBRI Studio Development Environment. These tools rely on semantic descriptions of workflows and components by means of an ontology that supports the reasoning regarding the correctness of the application being generated. We claim that the conceptualization of system behavior into templates and its reuse through the TBD serves to reduce the development effort required to build CBR applications. Thus, we present an experimental evaluation of the viability of the approach. © 2012 Elsevier Ltd.},\n bibtype = {article},\n author = {Recio-García, J.A. and González-Calero, P.A. and Díaz-Agudo, B.},\n doi = {10.1016/j.is.2012.11.003},\n journal = {Information Systems}\n}
\n
\n\n\n
\n Case-Based Reasoning (CBR) and software generation share a common conceptual model of reusing components to obtain new solutions. Based on this model, in this paper we describe a novel development process for generating CBR systems based on the idea of reusing previous system designs. Template-Based Design (TBD) is the most significant activity in this development process and defines several actors (researcher, developer, student, etc.) involved in the development process of CBR systems with different backgrounds, motivations and goals. The TBD activity is supported by several tools integrated into the COLIBRI Studio Development Environment. These tools rely on semantic descriptions of workflows and components by means of an ontology that supports the reasoning regarding the correctness of the application being generated. We claim that the conceptualization of system behavior into templates and its reuse through the TBD serves to reduce the development effort required to build CBR applications. Thus, we present an experimental evaluation of the viability of the approach. © 2012 Elsevier Ltd.\n
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\n \n\n \n \n \n \n \n An integrative model of state machines and behavior trees for video games.\n \n \n \n\n\n \n Sagredo-Olivenza, I.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In CEUR Workshop Proceedings, volume 1196, 2014. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{\n title = {An integrative model of state machines and behavior trees for video games},\n type = {inproceedings},\n year = {2014},\n volume = {1196},\n id = {ff19086d-1734-38f7-87b7-60ff3c79412b},\n created = {2017-11-27T17:54:17.445Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-11-27T17:54:17.445Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {Sagredo-Olivenza, I. and Gómez-Martín, M.A. and González-Calero, P.A.},\n booktitle = {CEUR Workshop Proceedings}\n}
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\n  \n 2013\n \n \n (6)\n \n \n
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\n \n\n \n \n \n \n \n Evaluating sketch-based retrieval speed-up for behaviour design in soccerbots.\n \n \n \n\n\n \n Flórez-Puga, G.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n In FLAIRS 2013 - Proceedings of the 26th International Florida Artificial Intelligence Research Society Conference, pages 369-374, 2013. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{\n title = {Evaluating sketch-based retrieval speed-up for behaviour design in soccerbots},\n type = {inproceedings},\n year = {2013},\n pages = {369-374},\n id = {f32a851d-06f0-3aed-90cf-8ff4b941e078},\n created = {2016-03-23T11:20:09.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Sketch-based retrieval is a technique that supports the design of behaviour for game characters by reusing previously designed behaviours. Most techniques for specifying behaviour for game characters use some kind of graph-based formalism to represent such behaviour. Through graph-matching techniques, sketch-based retrieval allows to use any intermediate graph generated along the design process, a sketch of the final behaviour, as a query to retrieve similar behaviours from a library of complete behaviours. In this paper we describe the design and results from an experiment designed to measure to what extent having a library of reusable behaviours accessed through sketch-based retrieval can speed-up the behaviour design process in the Soccerbots game. Copyright © 2013, Association for the Advancement of Artificial Intelligence. All rights reserved.},\n bibtype = {inproceedings},\n author = {Flórez-Puga, G. and Díaz-Agudo, B. and González-Calero, P.},\n booktitle = {FLAIRS 2013 - Proceedings of the 26th International Florida Artificial Intelligence Research Society Conference}\n}
\n
\n\n\n
\n Sketch-based retrieval is a technique that supports the design of behaviour for game characters by reusing previously designed behaviours. Most techniques for specifying behaviour for game characters use some kind of graph-based formalism to represent such behaviour. Through graph-matching techniques, sketch-based retrieval allows to use any intermediate graph generated along the design process, a sketch of the final behaviour, as a query to retrieve similar behaviours from a library of complete behaviours. In this paper we describe the design and results from an experiment designed to measure to what extent having a library of reusable behaviours accessed through sketch-based retrieval can speed-up the behaviour design process in the Soccerbots game. Copyright © 2013, Association for the Advancement of Artificial Intelligence. All rights reserved.\n
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\n \n\n \n \n \n \n \n A declarative domain model can serve as design document.\n \n \n \n\n\n \n Llansó, D.; Gómez-Martín, P.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In AAAI Workshop - Technical Report, volume WS-13-20, pages 9-15, 2013. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {A declarative domain model can serve as design document},\n type = {inproceedings},\n year = {2013},\n pages = {9-15},\n volume = {WS-13-20},\n id = {f1aaa038-e905-3389-b63b-cc9de91ff86f},\n created = {2016-03-23T11:20:12.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Detailed design documents have been criticized as a hard to maintain artifacts that may easily become useless while a game under development keeps evolving. In this paper we propose the use of declarative domain modelling as a communication tool and a form of contract between designers and programmers. We show how this model, including entities and actions relevant for the game design, can also serve to support debugging tools for game designers. Copyright © 2013, Association for the Advancement of Artificial Intelligence. All rights reserved.},\n bibtype = {inproceedings},\n author = {Llansó, D. and Gómez-Martín, P.P. and Gómez-Martín, M.A. and González-Calero, P.A.},\n booktitle = {AAAI Workshop - Technical Report}\n}
\n
\n\n\n
\n Detailed design documents have been criticized as a hard to maintain artifacts that may easily become useless while a game under development keeps evolving. In this paper we propose the use of declarative domain modelling as a communication tool and a form of contract between designers and programmers. We show how this model, including entities and actions relevant for the game design, can also serve to support debugging tools for game designers. Copyright © 2013, Association for the Advancement of Artificial Intelligence. All rights reserved.\n
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\n \n\n \n \n \n \n \n Supporting sketch-based retrieval from a library of reusable behaviours.\n \n \n \n\n\n \n Flórez-Puga, G.; González-Calero, P.; Jiménez-Díaz, G.; and Díaz-Agudo, B.\n\n\n \n\n\n\n Expert Systems with Applications, 40(2): 531-542. 2013.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{\n title = {Supporting sketch-based retrieval from a library of reusable behaviours},\n type = {article},\n year = {2013},\n keywords = {AI authoring tools,Behaviour authoring,FSMs,Game design,Graph matching,Non-playing characters},\n pages = {531-542},\n volume = {40},\n id = {d9e4b1e8-4b38-3157-9b10-752c29d6f6b5},\n created = {2016-03-23T11:20:14.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Building the behaviour for non-player characters in a game is a complex collaborative task among AI designers and programmers. In this paper we present a visual authoring tool for game designers that supports behaviour reuse. We describe a visual editor, capable of storing, indexing, retrieving and reusing behaviours previously designed by AI programmers. One of the most notable features of our editor is its capability for sketch-based retrieval: searching in a repository for behaviours that are similar to the one the user is drawing, and making suggestions about how to complete it. As this process relies on graph behaviour comparison, in this paper, we describe different algorithms for graph comparison, and demonstrate, through empirical evaluation in a particular test domain, that we can provide structure-based similarity for graphs that preserves behaviour similarity and can be computed at reasonable cost. © 2012 Elsevier Ltd. All rights reserved.},\n bibtype = {article},\n author = {Flórez-Puga, G. and González-Calero, P.A. and Jiménez-Díaz, G. and Díaz-Agudo, B.},\n doi = {10.1016/j.eswa.2012.07.067},\n journal = {Expert Systems with Applications},\n number = {2}\n}
\n
\n\n\n
\n Building the behaviour for non-player characters in a game is a complex collaborative task among AI designers and programmers. In this paper we present a visual authoring tool for game designers that supports behaviour reuse. We describe a visual editor, capable of storing, indexing, retrieving and reusing behaviours previously designed by AI programmers. One of the most notable features of our editor is its capability for sketch-based retrieval: searching in a repository for behaviours that are similar to the one the user is drawing, and making suggestions about how to complete it. As this process relies on graph behaviour comparison, in this paper, we describe different algorithms for graph comparison, and demonstrate, through empirical evaluation in a particular test domain, that we can provide structure-based similarity for graphs that preserves behaviour similarity and can be computed at reasonable cost. © 2012 Elsevier Ltd. All rights reserved.\n
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\n \n\n \n \n \n \n \n The COLIBRI open platform for the reproducibility of CBR applications.\n \n \n \n\n\n \n Recio-García, J.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n Volume 7969 LNAI 2013.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {The COLIBRI open platform for the reproducibility of CBR applications},\n type = {book},\n year = {2013},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {255-269},\n volume = {7969 LNAI},\n id = {ec883222-3f42-3d18-bb1d-0ae40172fd08},\n created = {2016-03-23T11:20:14.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {There is an increasing requirement in the scientific software development area of promoting the interchange of resources to ensure the reproducibility and validation of the results. This paper presents the COLIBRI Studio environment that supports researchers in the generation of Case-based Reasoning (CBR) systems by means of workflow-like representations with different degrees of abstraction. These workflows -called templates- can be shared with the community to promote their future reference and reproducibility. © 2013 Springer-Verlag.},\n bibtype = {book},\n author = {Recio-García, J.A. and Díaz-Agudo, B. and González-Calero, P.A.},\n doi = {10.1007/978-3-642-39056-2_19}\n}
\n
\n\n\n
\n There is an increasing requirement in the scientific software development area of promoting the interchange of resources to ensure the reproducibility and validation of the results. This paper presents the COLIBRI Studio environment that supports researchers in the generation of Case-based Reasoning (CBR) systems by means of workflow-like representations with different degrees of abstraction. These workflows -called templates- can be shared with the community to promote their future reference and reproducibility. © 2013 Springer-Verlag.\n
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\n \n\n \n \n \n \n \n Empirical evaluation of the automatic generation of a component-based software architecture for games.\n \n \n \n\n\n \n Llansó, D.; Gómez-Martín, P.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In Proceedings of the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013, pages 37-43, 2013. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Empirical evaluation of the automatic generation of a component-based software architecture for games},\n type = {inproceedings},\n year = {2013},\n pages = {37-43},\n id = {1da3a042-334a-3bea-9643-bb731833bf75},\n created = {2016-03-23T11:20:15.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Copyright © 2013, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. Component-based architecture is the software design of choice for most modern games and game engines, allowing for extensible and reusable software that easily adapts to changes in requirements. Nevertheless, designing a component-based architecture is not an easy achievement and some techniques have been previously proposed for the automatic generation of a component distribution to implement a given declarative model of the entities in the game. The goal of the work presented here is to empirically compare the quality of the component distributions designed by programmers, with those others automatically obtained with such techniques.},\n bibtype = {inproceedings},\n author = {Llansó, D. and Gómez-Martín, P.P. and Gómez-Martín, M.A. and González-Calero, P.A.},\n booktitle = {Proceedings of the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013}\n}
\n
\n\n\n
\n Copyright © 2013, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. Component-based architecture is the software design of choice for most modern games and game engines, allowing for extensible and reusable software that easily adapts to changes in requirements. Nevertheless, designing a component-based architecture is not an easy achievement and some techniques have been previously proposed for the automatic generation of a component distribution to implement a given declarative model of the entities in the game. The goal of the work presented here is to empirically compare the quality of the component distributions designed by programmers, with those others automatically obtained with such techniques.\n
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\n \n\n \n \n \n \n \n Refinement-based similarity measure over DL conjunctive queries.\n \n \n \n\n\n \n Sánchez-Ruiz, A.; Ontañón, S.; González-Calero, P.; and Plaza, E.\n\n\n \n\n\n\n Volume 7969 LNAI 2013.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Refinement-based similarity measure over DL conjunctive queries},\n type = {book},\n year = {2013},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {270-284},\n volume = {7969 LNAI},\n id = {850f0814-f3b1-331e-83f5-88a689136e92},\n created = {2016-03-23T11:20:21.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Similarity assessment is a key operation in case-based reasoning and other areas of artificial intelligence. This paper focuses on measuring similarity in the context of Description Logics (DL), and specifically on similarity between individuals. The main contribution of this paper is a novel approach based on measuring similarity in the space of Conjunctive Queries, rather than in the space of concepts. The advantage of this approach is two fold. On the one hand it is independent of the underlying DL, and thus, there is no need to design similarity measures for different DL, and on the other hand, the approach is computationally more efficient than searching in the space of concepts. © 2013 Springer-Verlag.},\n bibtype = {book},\n author = {Sánchez-Ruiz, A.A. and Ontañón, S. and González-Calero, P.A. and Plaza, E.},\n doi = {10.1007/978-3-642-39056-2_20}\n}
\n
\n\n\n
\n Similarity assessment is a key operation in case-based reasoning and other areas of artificial intelligence. This paper focuses on measuring similarity in the context of Description Logics (DL), and specifically on similarity between individuals. The main contribution of this paper is a novel approach based on measuring similarity in the space of Conjunctive Queries, rather than in the space of concepts. The advantage of this approach is two fold. On the one hand it is independent of the underlying DL, and thus, there is no need to design similarity measures for different DL, and on the other hand, the approach is computationally more efficient than searching in the space of concepts. © 2013 Springer-Verlag.\n
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\n  \n 2012\n \n \n (3)\n \n \n
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\n \n\n \n \n \n \n \n eCo: Managing a library of reusable behaviours.\n \n \n \n\n\n \n Flórez-Puga, G.; Jiménez-Díaz, G.; and González-Calero, P.\n\n\n \n\n\n\n Volume 7466 LNAI 2012.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {eCo: Managing a library of reusable behaviours},\n type = {book},\n year = {2012},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {92-106},\n volume = {7466 LNAI},\n id = {c5e511fc-540f-3e5a-a0a4-8341516465bc},\n created = {2016-03-23T11:20:12.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Building the behaviour for non-player characters in a game is a complex collaborative task among AI designers and programmers. In this paper we present a visual authoring tool for game designers that uses CBR techniques to support behaviour reuse. Our visual editor (called eCo) is capable of storing, indexing, retrieving and reusing behaviours previously designed by AI programmers. One of its most notable features is the sketch-based retrieval: that is, searching in a repository for behaviours that are similar to the one the user is drawing, and making suggestions about how to complete it. As this process relies on graph behaviour comparison, in this paper, we describe different algorithms for graph comparison, and demonstrate, through empirical evaluation in a particular test domain, that we can provide structure-based similarity for graphs that preserves behaviour similarity and can be computed at reasonable cost. © 2012 Springer-Verlag.},\n bibtype = {book},\n author = {Flórez-Puga, G. and Jiménez-Díaz, G. and González-Calero, P.A.},\n doi = {10.1007/978-3-642-32986-9_9}\n}
\n
\n\n\n
\n Building the behaviour for non-player characters in a game is a complex collaborative task among AI designers and programmers. In this paper we present a visual authoring tool for game designers that uses CBR techniques to support behaviour reuse. Our visual editor (called eCo) is capable of storing, indexing, retrieving and reusing behaviours previously designed by AI programmers. One of its most notable features is the sketch-based retrieval: that is, searching in a repository for behaviours that are similar to the one the user is drawing, and making suggestions about how to complete it. As this process relies on graph behaviour comparison, in this paper, we describe different algorithms for graph comparison, and demonstrate, through empirical evaluation in a particular test domain, that we can provide structure-based similarity for graphs that preserves behaviour similarity and can be computed at reasonable cost. © 2012 Springer-Verlag.\n
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\n \n\n \n \n \n \n \n Role-play virtual worlds for teaching object-oriented design: The ViRPlay development experience.\n \n \n \n\n\n \n Jimenez-Diaz, G.; Gonzalez-Calero, P.; and Gomez-Albarran, M.\n\n\n \n\n\n\n Software - Practice and Experience, 42(2): 235-253. 2012.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{\n title = {Role-play virtual worlds for teaching object-oriented design: The ViRPlay development experience},\n type = {article},\n year = {2012},\n keywords = {object-oriented design,role-play,software usability,virtual learning environments},\n pages = {235-253},\n volume = {42},\n id = {83453ccb-fe4d-3ee1-a6a9-f489a20dd03e},\n created = {2016-03-23T11:20:14.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {The use of game technology for building virtual learning environments is intended to improve the motivation and engagement of the student, borrowing such properties from their entertaining counterparts. Nevertheless, wrapping pedagogical contents in a virtual environment is no simple achievement, and requires a rigorous process of designing and validating the metaphors and mechanics included in the virtual learning system. In this paper we describe such design process exemplified in the construction of consecutive versions of ViRPlay, a 3D role play virtual environment for teaching object-oriented design. We show how main mechanics were transferred from experiments in the real world and how such mechanics were evolved based on empirical evaluations. Copyright © 2011 John Wiley & Sons, Ltd.},\n bibtype = {article},\n author = {Jimenez-Diaz, G. and Gonzalez-Calero, P.A. and Gomez-Albarran, M.},\n doi = {10.1002/spe.1071},\n journal = {Software - Practice and Experience},\n number = {2}\n}
\n
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\n The use of game technology for building virtual learning environments is intended to improve the motivation and engagement of the student, borrowing such properties from their entertaining counterparts. Nevertheless, wrapping pedagogical contents in a virtual environment is no simple achievement, and requires a rigorous process of designing and validating the metaphors and mechanics included in the virtual learning system. In this paper we describe such design process exemplified in the construction of consecutive versions of ViRPlay, a 3D role play virtual environment for teaching object-oriented design. We show how main mechanics were transferred from experiments in the real world and how such mechanics were evolved based on empirical evaluations. Copyright © 2011 John Wiley & Sons, Ltd.\n
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\n \n\n \n \n \n \n \n Aprendizaje basado en juegos.\n \n \n \n\n\n \n Gómez-Martín, M., A.; Gómez-Martín, P., P.; and González-Calero, P., A.\n\n\n \n\n\n\n Revista ICONO14. Revista científica de Comunicación y Tecnologías emergentes, 2(2). 2012.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Aprendizaje basado en juegos},\n type = {article},\n year = {2012},\n volume = {2},\n id = {cfc620c4-410d-3288-bf7a-d8798b660ba4},\n created = {2024-04-25T10:09:21.544Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2024-04-25T10:21:09.794Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Gracias al incremento de potencia de los ordenadores, gran cantidad de personas dedican horas y horas a aprovechar su aspecto m&aacute;s l&uacute;dico, los videojuegos. Por otro lado, existen programas educativos que aprovechan la infinita paciencia de los ordenadores que les hacen capaces de explicar conceptos una y otra vez hasta que los alumnos lo entiendan. En este art&iacute;culo mostramos qu&eacute; cosas pueden aportar las aplicaciones de ense&ntilde;anza a los videojuegos y viceversa. Terminamos describiendo JV2M, como un ejemplo de sistema de aprendizaje basado en juegos.},\n bibtype = {article},\n author = {Gómez-Martín, Marco A. and Gómez-Martín, Pedro P. and González-Calero, Pedro A.},\n doi = {10.7195/ri14.v2i2.436},\n journal = {Revista ICONO14. Revista científica de Comunicación y Tecnologías emergentes},\n number = {2}\n}
\n
\n\n\n
\n Gracias al incremento de potencia de los ordenadores, gran cantidad de personas dedican horas y horas a aprovechar su aspecto más lúdico, los videojuegos. Por otro lado, existen programas educativos que aprovechan la infinita paciencia de los ordenadores que les hacen capaces de explicar conceptos una y otra vez hasta que los alumnos lo entiendan. En este artículo mostramos qué cosas pueden aportar las aplicaciones de enseñanza a los videojuegos y viceversa. Terminamos describiendo JV2M, como un ejemplo de sistema de aprendizaje basado en juegos.\n
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\n  \n 2011\n \n \n (14)\n \n \n
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\n \n\n \n \n \n \n \n Iterative software design of computer games through FCA.\n \n \n \n\n\n \n Llansó, D.; Gómez-Martín, P.; Gomez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In CEUR Workshop Proceedings, volume 959, pages 143-158, 2011. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Iterative software design of computer games through FCA},\n type = {inproceedings},\n year = {2011},\n pages = {143-158},\n volume = {959},\n id = {e90e9f3f-5c9a-3cb9-b523-a5c69d1b1f5e},\n created = {2016-03-23T11:20:08.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {If iteration is the rule in modern software development practices, this is more the case in game development. While the secret recipe for fun in games remains hidden, game development will remain a highly iterative trial-and-error design process. In this paper we present a semi-automatic process that, through FCA, can assist in the software design of modern videogames. Through FCA we can identify candidate distributions of responsibilities among components, and let the users edit such distributions. We support iteration by facilitating the application of past edits when going through a new iteration of identifying candidate components to accommodate for new version of the game requirements.},\n bibtype = {inproceedings},\n author = {Llansó, D. and Gómez-Martín, P.P. and Gomez-Martín, M.A. and González-Calero, P.A.},\n booktitle = {CEUR Workshop Proceedings}\n}
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\n If iteration is the rule in modern software development practices, this is more the case in game development. While the secret recipe for fun in games remains hidden, game development will remain a highly iterative trial-and-error design process. In this paper we present a semi-automatic process that, through FCA, can assist in the software design of modern videogames. Through FCA we can identify candidate distributions of responsibilities among components, and let the users edit such distributions. We support iteration by facilitating the application of past edits when going through a new iteration of identifying candidate components to accommodate for new version of the game requirements.\n
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\n \n\n \n \n \n \n \n Explicit domain modelling in video games.\n \n \n \n\n\n \n Llansó, D.; Gómez-Martín, M.; Gómez-Martín, P.; and González-Calero, P.\n\n\n \n\n\n\n In Proceedings of the 6th International Conference on the Foundations of Digital Games, FDG 2011, pages 99-106, 2011. \n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Explicit domain modelling in video games},\n type = {inproceedings},\n year = {2011},\n pages = {99-106},\n id = {debb8d2e-ebe4-3e48-a43c-1b1a1309738d},\n created = {2016-03-23T11:20:08.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {The state-of-the-art in software engineering for game engines, recommends the use of a component-based software architecture for managing the entities in a game. A component-based architecture facilitates the definition of new types of entities as collections of components that provide basic pieces of functionality, providing a flexible software that can adapt to changes in game design. However, such flexibility comes with a price, both in terms of software understanding and error checking: a game where entity types are just run-time concepts is harder to understand than one with an explicit hierarchy of entity types; and error checking that, in a more traditional inheritance-based architecture, would come from type safety at compile time is now lost. To alleviate these problems, a component-based architecture employs blueprints, external data files that specify the particular combination of components for every entity type. In this paper we propose an extension to the componentbased architecture, substituting blueprints with a full fledged domain model in OWL, including a description of the entities, its attributes and components, along with the messages they exchange. We also describe authoring tools for building such a model and show how the model improves software understanding and error checking. Copyright 2011 ACM.},\n bibtype = {inproceedings},\n author = {Llansó, D. and Gómez-Martín, M.A. and Gómez-Martín, P.P. and González-Calero, P.A.},\n doi = {10.1145/2159365.2159379},\n booktitle = {Proceedings of the 6th International Conference on the Foundations of Digital Games, FDG 2011}\n}
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\n The state-of-the-art in software engineering for game engines, recommends the use of a component-based software architecture for managing the entities in a game. A component-based architecture facilitates the definition of new types of entities as collections of components that provide basic pieces of functionality, providing a flexible software that can adapt to changes in game design. However, such flexibility comes with a price, both in terms of software understanding and error checking: a game where entity types are just run-time concepts is harder to understand than one with an explicit hierarchy of entity types; and error checking that, in a more traditional inheritance-based architecture, would come from type safety at compile time is now lost. To alleviate these problems, a component-based architecture employs blueprints, external data files that specify the particular combination of components for every entity type. In this paper we propose an extension to the componentbased architecture, substituting blueprints with a full fledged domain model in OWL, including a description of the entities, its attributes and components, along with the messages they exchange. We also describe authoring tools for building such a model and show how the model improves software understanding and error checking. Copyright 2011 ACM.\n
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\n \n\n \n \n \n \n \n Preface.\n \n \n \n\n\n \n González-Calero, P.; and Gómez-Martín, M.\n\n\n \n\n\n\n 2011.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Preface},\n type = {book},\n year = {2011},\n source = {Artificial Intelligence for Computer Games},\n pages = {vii-viii},\n id = {5fe480e2-5273-3de4-be4c-2df04dbaf9a1},\n created = {2016-03-23T11:20:08.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {book},\n author = {González-Calero, P.A. and Gómez-Martín, M.A.},\n doi = {10.1007/978-1-4419-8188-2}\n}
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\n \n\n \n \n \n \n \n A semantic framework for automatic generation of computational workflows using distributed data and component catalogues.\n \n \n \n\n\n \n Gil, Y.; González-Calero, P.; Kim, J.; Moody, J.; and Ratnakar, V.\n\n\n \n\n\n\n Journal of Experimental and Theoretical Artificial Intelligence, 23(4): 389-467. 2011.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@article{\n title = {A semantic framework for automatic generation of computational workflows using distributed data and component catalogues},\n type = {article},\n year = {2011},\n keywords = {OWL,computational workflows,distributed reasoning,planning,semantic web,semantic workflows,workflow generation,workflow systems},\n pages = {389-467},\n volume = {23},\n id = {ad12eef8-dc5d-3c48-b762-74f5086dee57},\n created = {2016-03-23T11:20:09.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Computational workflows are a powerful paradigm to represent and manage complex applications, particularly in large-scale distributed scientific data analysis. Workflows represent application components that result in individual computations as well as their interdependences in terms of dataflow. Workflow systems use these representations to manage various aspects of workflow creation and execution for users, such as the automatic assignment of execution resources. This article describes an approach to automating a new aspect of the process: the selection of application components and data sources. We present a novel approach that enables users to specify varying degrees of detail and amount of constraints in a workflow request, including the specification of constraints on input, intermediate or output data in the workflow, abstract workflow component classes rather than specific component implementations, and generic reusable workflow templates that express a pre-defined combination of components. The algorithm elaborates the user request into a set of fully ground workflows with specific choices of data sources and codes to be used so that they can be submitted for mapping and execution. The algorithm searches through the space of possible candidate workflows by creating increasingly more specialized versions of the original template and eliminating candidates that violate constraints cumulated in the candidate workflow as components and data sources are selected. A novel feature of our approach is that it assumes a distributed architecture where data and component catalogues are separate from the workflow system. The algorithm explicitly poses queries to external catalogues, and therefore any reasoning regarding data or component properties is not assumed to occur within the workflow system. We describe our implementation of this approach in the Wings workflow system. This implementation uses the W3C Web Ontology Language and associated reasoners to implement the workflow system as well as the data and component catalogues. This research demonstrates the use of artificial intelligence techniques to support the kinds of automation envisioned by the scientific community for large-scale distributed scientific data analysis. © 2011 Taylor & Francis.},\n bibtype = {article},\n author = {Gil, Y. and González-Calero, P.A. and Kim, J. and Moody, J. and Ratnakar, V.},\n doi = {10.1080/0952813X.2010.490962},\n journal = {Journal of Experimental and Theoretical Artificial Intelligence},\n number = {4}\n}
\n
\n\n\n
\n Computational workflows are a powerful paradigm to represent and manage complex applications, particularly in large-scale distributed scientific data analysis. Workflows represent application components that result in individual computations as well as their interdependences in terms of dataflow. Workflow systems use these representations to manage various aspects of workflow creation and execution for users, such as the automatic assignment of execution resources. This article describes an approach to automating a new aspect of the process: the selection of application components and data sources. We present a novel approach that enables users to specify varying degrees of detail and amount of constraints in a workflow request, including the specification of constraints on input, intermediate or output data in the workflow, abstract workflow component classes rather than specific component implementations, and generic reusable workflow templates that express a pre-defined combination of components. The algorithm elaborates the user request into a set of fully ground workflows with specific choices of data sources and codes to be used so that they can be submitted for mapping and execution. The algorithm searches through the space of possible candidate workflows by creating increasingly more specialized versions of the original template and eliminating candidates that violate constraints cumulated in the candidate workflow as components and data sources are selected. A novel feature of our approach is that it assumes a distributed architecture where data and component catalogues are separate from the workflow system. The algorithm explicitly poses queries to external catalogues, and therefore any reasoning regarding data or component properties is not assumed to occur within the workflow system. We describe our implementation of this approach in the Wings workflow system. This implementation uses the W3C Web Ontology Language and associated reasoners to implement the workflow system as well as the data and component catalogues. This research demonstrates the use of artificial intelligence techniques to support the kinds of automation envisioned by the scientific community for large-scale distributed scientific data analysis. © 2011 Taylor & Francis.\n
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\n \n\n \n \n \n \n \n Predicting performance in team games: The automatic coach.\n \n \n \n\n\n \n Jiménez-Díaz, G.; Menéndez, H.; Camacho, D.; and González-Calero, P.\n\n\n \n\n\n\n In ICAART 2011 - Proceedings of the 3rd International Conference on Agents and Artificial Intelligence, volume 1, pages 401-406, 2011. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {Predicting performance in team games: The automatic coach},\n type = {inproceedings},\n year = {2011},\n keywords = {Clustering,Videogames},\n pages = {401-406},\n volume = {1},\n id = {c5695fd9-59da-36ce-b7bb-83c24b717540},\n created = {2016-03-23T11:20:11.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {A wide range of modern videogames involves a number of players collaborating to obtain a common goal. The way the players are teamed up is usually based on a measure of performance that makes players with a similar level of performance play together. We propose a novel technique based on clustering over observed behaviour in the game that seeks to exploit the particular way of playing of every player to find other players with a gameplay such that in combination will constitute a good team, in a similar way to a human coach. This paper describes the preliminary results using these techniques for the characterization of player and team behaviours. Experiments are performed in the domain of Soccerbots.},\n bibtype = {inproceedings},\n author = {Jiménez-Díaz, G. and Menéndez, H.D. and Camacho, D. and González-Calero, P.A.},\n booktitle = {ICAART 2011 - Proceedings of the 3rd International Conference on Agents and Artificial Intelligence}\n}
\n
\n\n\n
\n A wide range of modern videogames involves a number of players collaborating to obtain a common goal. The way the players are teamed up is usually based on a measure of performance that makes players with a similar level of performance play together. We propose a novel technique based on clustering over observed behaviour in the game that seeks to exploit the particular way of playing of every player to find other players with a gameplay such that in combination will constitute a good team, in a similar way to a human coach. This paper describes the preliminary results using these techniques for the characterization of player and team behaviours. Experiments are performed in the domain of Soccerbots.\n
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\n \n\n \n \n \n \n \n Extending case-based planning with behavior trees.\n \n \n \n\n\n \n Palma, R.; González-Calero, P.; Gómez-Martín, M.; and Gómez-Martín, P.\n\n\n \n\n\n\n In Proceedings of the 24th International Florida Artificial Intelligence Research Society, FLAIRS - 24, pages 407-412, 2011. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Extending case-based planning with behavior trees},\n type = {inproceedings},\n year = {2011},\n pages = {407-412},\n id = {4510b0f7-86ca-3b0c-90a1-acbff82a6775},\n created = {2016-03-23T11:20:14.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {The combination of learning by demonstration and planning has proved an effective solution for real-time strategy games. Nevertheless, learning hierarchical plans from expert traces also has its limitations regarding the number of training traces required, and the absence of mechanisms for rapidly reacting to high priority goals. We propose to bring the game designer back into the loop, by allowing him to explicitly inject decision making knowledge, in the form of behavior trees, to complement the knowledge obtained from the traces. By providing a natural mechanism for designers to inject knowledge into the plan library, we intend to integrate the best of both worlds: learning from traces and hard-coded rules. Copyright © 2011, Association for the Advancement of Artificial Intelligence. All rights reserved.},\n bibtype = {inproceedings},\n author = {Palma, R. and González-Calero, P.A. and Gómez-Martín, M.A. and Gómez-Martín, P.P.},\n booktitle = {Proceedings of the 24th International Florida Artificial Intelligence Research Society, FLAIRS - 24}\n}
\n
\n\n\n
\n The combination of learning by demonstration and planning has proved an effective solution for real-time strategy games. Nevertheless, learning hierarchical plans from expert traces also has its limitations regarding the number of training traces required, and the absence of mechanisms for rapidly reacting to high priority goals. We propose to bring the game designer back into the loop, by allowing him to explicitly inject decision making knowledge, in the form of behavior trees, to complement the knowledge obtained from the traces. By providing a natural mechanism for designers to inject knowledge into the plan library, we intend to integrate the best of both worlds: learning from traces and hard-coded rules. Copyright © 2011, Association for the Advancement of Artificial Intelligence. All rights reserved.\n
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\n \n\n \n \n \n \n \n Artificial intelligence for computer games.\n \n \n \n\n\n \n González-Calero, P.; and Gómez-Martín, M.\n\n\n \n\n\n\n 2011.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Artificial intelligence for computer games},\n type = {book},\n year = {2011},\n source = {Artificial Intelligence for Computer Games},\n pages = {1-200},\n id = {cb5cdb5c-b1ce-3f8f-aa29-1cfafce9896d},\n created = {2016-03-23T11:20:18.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Techniques used for Artificial Intelligence (AI) in commercial video games are still far from state-of-the art in Academia, but with graphics in video games coming close to photo realistic quality, and multi-processor architectures getting common in console and PC game platforms, sophisticated AI is getting into the focus of the video game industry as the next big thing for enhancing the player experience. "Artificial Intelligence for Games" collects some of the most relevant results from Academia in the area of Artificial Intelligence for games. The selection of contributions has been biased towards rigorous and theoretically grounded work that is also supported with developed prototypes, which should pave the way for the integration of academic AI techniques into state-of-the-art electronic entertainment games. The chapters in the book cover different areas relevant to AI in commercial games: Real-time heuristic search algorithms that alleviate the scalability problem of A* techniques Authoring tools that facilitate the construction by game designers (typically non-programmers) of behavior controlling software Algorithms for automatically or semi-automatically learning complex behavior from recorded traces of human players Techniques that try to deliver the best possible experience by dynamically adapting the game to the player interaction "Artificial Intelligence for Games" is a must-read for researchers and practicing engineers in the game industry. Key results from applied research on AI within the last 10 years have been collected here to provide a reference work for both Academia and Industry that will help to close the gap between both worlds. © 2011 Springer Science+Business Media, LLC.},\n bibtype = {book},\n author = {González-Calero, P.A. and Gómez-Martín, M.A.},\n doi = {10.1007/978-1-4419-8188-2}\n}
\n
\n\n\n
\n Techniques used for Artificial Intelligence (AI) in commercial video games are still far from state-of-the art in Academia, but with graphics in video games coming close to photo realistic quality, and multi-processor architectures getting common in console and PC game platforms, sophisticated AI is getting into the focus of the video game industry as the next big thing for enhancing the player experience. \"Artificial Intelligence for Games\" collects some of the most relevant results from Academia in the area of Artificial Intelligence for games. The selection of contributions has been biased towards rigorous and theoretically grounded work that is also supported with developed prototypes, which should pave the way for the integration of academic AI techniques into state-of-the-art electronic entertainment games. The chapters in the book cover different areas relevant to AI in commercial games: Real-time heuristic search algorithms that alleviate the scalability problem of A* techniques Authoring tools that facilitate the construction by game designers (typically non-programmers) of behavior controlling software Algorithms for automatically or semi-automatically learning complex behavior from recorded traces of human players Techniques that try to deliver the best possible experience by dynamically adapting the game to the player interaction \"Artificial Intelligence for Games\" is a must-read for researchers and practicing engineers in the game industry. Key results from applied research on AI within the last 10 years have been collected here to provide a reference work for both Academia and Industry that will help to close the gap between both worlds. © 2011 Springer Science+Business Media, LLC.\n
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\n \n\n \n \n \n \n \n Empowering designers with libraries of self-validated query-enabled behaviour trees.\n \n \n \n\n\n \n Flórez-Puga, G.; Llansó, D.; Gómez-Martín, M.; Gómez-Martín, P.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n 2011.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Empowering designers with libraries of self-validated query-enabled behaviour trees},\n type = {book},\n year = {2011},\n source = {Artificial Intelligence for Computer Games},\n pages = {55-81},\n id = {0c847b38-d9aa-341d-836f-f83b5bb872c2},\n created = {2016-03-23T11:20:19.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Building the behaviour fornon-player characters (NPC) in a game is a collaborative effort betweenAI designers and programmers. Programmers provide to the designers with the building blocks for specifying behaviours in the game, and designers use some combination ofstate machines,scripting and visual languages to build complex behaviours by composing the basic pieces the programmers provide.Behaviour trees (BTs) are the technology of choice for AI programmers to build NPC behaviour. Although BTs can be naturally built using visual languages that require no programming, in general, they are considered too complex for being built by designers without a programming background. In this chapter, we propose a number of techniques for facilitating the collaborative work of behaviour design through BTs. We provide tools for creating and managing a library of reusable fragments of BTs, intended for both programmers and designers. Such library is accessed through retrieval mechanisms that also support the definition of query nodes in BTs that can be expanded at run-time. In order to harness such an expressive power in behaviour design, we also propose an extension to the component-based architecture that supports a number of sanity checks to validate BTs, both at design and run-time. © 2011 Springer Science+Business Media, LLC.},\n bibtype = {book},\n author = {Flórez-Puga, G. and Llansó, D. and Gómez-Martín, M.A. and Gómez-Martín, P.P. and Díaz-Agudo, B. and González-Calero, P.A.},\n doi = {10.1007/978-1-4419-8188-2_3}\n}
\n
\n\n\n
\n Building the behaviour fornon-player characters (NPC) in a game is a collaborative effort betweenAI designers and programmers. Programmers provide to the designers with the building blocks for specifying behaviours in the game, and designers use some combination ofstate machines,scripting and visual languages to build complex behaviours by composing the basic pieces the programmers provide.Behaviour trees (BTs) are the technology of choice for AI programmers to build NPC behaviour. Although BTs can be naturally built using visual languages that require no programming, in general, they are considered too complex for being built by designers without a programming background. In this chapter, we propose a number of techniques for facilitating the collaborative work of behaviour design through BTs. We provide tools for creating and managing a library of reusable fragments of BTs, intended for both programmers and designers. Such library is accessed through retrieval mechanisms that also support the definition of query nodes in BTs that can be expanded at run-time. In order to harness such an expressive power in behaviour design, we also propose an extension to the component-based architecture that supports a number of sanity checks to validate BTs, both at design and run-time. © 2011 Springer Science+Business Media, LLC.\n
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\n \n\n \n \n \n \n \n Measuring similarity in description logics using refinement operators.\n \n \n \n\n\n \n Sánchez-Ruiz, A.; Ontañón, S.; González-Calero, P.; and Plaza, E.\n\n\n \n\n\n\n Volume 6880 LNAI 2011.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Measuring similarity in description logics using refinement operators},\n type = {book},\n year = {2011},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {289-303},\n volume = {6880 LNAI},\n id = {d6da2e1b-7e1e-3e06-ae28-d22f11925ef5},\n created = {2016-03-23T11:20:20.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Similarity assessment is a key operation in many artificial intelligence fields, such as case-based reasoning, instance-based learning, ontology matching, clustering, etc. This paper presents a novel measure for assessing similarity between individuals represented using Description Logic (DL). We will show how the ideas of refinement operators and refinement graph, originally introduced for inductive logic programming, can be used for assessing similarity in DL and also for abstracting away from the specific DL being used. Specifically, similarity of two individuals is assessed by first computing their most specific concepts, then the least common subsumer of these two concepts, and finally measuring their distances in the refinement graph. © 2011 Springer-Verlag.},\n bibtype = {book},\n author = {Sánchez-Ruiz, A.A. and Ontañón, S. and González-Calero, P.A. and Plaza, E.},\n doi = {10.1007/978-3-642-23291-6_22}\n}
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\n Similarity assessment is a key operation in many artificial intelligence fields, such as case-based reasoning, instance-based learning, ontology matching, clustering, etc. This paper presents a novel measure for assessing similarity between individuals represented using Description Logic (DL). We will show how the ideas of refinement operators and refinement graph, originally introduced for inductive logic programming, can be used for assessing similarity in DL and also for abstracting away from the specific DL being used. Specifically, similarity of two individuals is assessed by first computing their most specific concepts, then the least common subsumer of these two concepts, and finally measuring their distances in the refinement graph. © 2011 Springer-Verlag.\n
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\n \n\n \n \n \n \n \n Knowledge guided development of videogames.\n \n \n \n\n\n \n Llansó, D.; Gómez-Martín, M.; Gómez-Martín, P.; and González-Calero, P.\n\n\n \n\n\n\n In Artificial Intelligence in the Game Design Process - Papers from the 2011 AIIDE Workshop, pages 8-13, 2011. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{\n title = {Knowledge guided development of videogames},\n type = {inproceedings},\n year = {2011},\n pages = {8-13},\n id = {01923cb5-ddbb-31c7-86a2-677dd1db9eae},\n created = {2016-03-23T11:20:21.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Due to the changing nature of videogames, the componentbased architecture is the design of choice for managing game entities instead of the traditional static class hierarchies. A component-based architecture lets programmers edit entities as collections of components, which provide the entity with new functionalities. Such architecture promotes flexibility but makes the code more difficult to understand because entities are built at runtime by linking components. In this paper we present a semi-automatic process for moving from a class hierarchy to a component-based architecture. Through the application of Formal Concept Analysis we propose a novel technique for automatically identifying candidate distributions of responsibilities among components. © 2011, Association for the Advancement of Artificial Intelligence.},\n bibtype = {inproceedings},\n author = {Llansó, D. and Gómez-Martín, M.A. and Gómez-Martín, P.P. and González-Calero, P.A.},\n booktitle = {Artificial Intelligence in the Game Design Process - Papers from the 2011 AIIDE Workshop}\n}
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\n Due to the changing nature of videogames, the componentbased architecture is the design of choice for managing game entities instead of the traditional static class hierarchies. A component-based architecture lets programmers edit entities as collections of components, which provide the entity with new functionalities. Such architecture promotes flexibility but makes the code more difficult to understand because entities are built at runtime by linking components. In this paper we present a semi-automatic process for moving from a class hierarchy to a component-based architecture. Through the application of Formal Concept Analysis we propose a novel technique for automatically identifying candidate distributions of responsibilities among components. © 2011, Association for the Advancement of Artificial Intelligence.\n
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\n \n\n \n \n \n \n \n Wings: Intelligent workflow-based design of computational experiments.\n \n \n \n\n\n \n Gil, Y.; Ratnakar, V.; Kim, J.; González-Calero, P.; Groth, P.; Moody, J.; and Deelman, E.\n\n\n \n\n\n\n IEEE Intelligent Systems, 26(1): 62-72. 2011.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{\n title = {Wings: Intelligent workflow-based design of computational experiments},\n type = {article},\n year = {2011},\n keywords = {computational experiments,computer-supported discovery,experiment design,intelligent systems,software components,workflow management},\n pages = {62-72},\n volume = {26},\n id = {bcf2e7b1-10da-3b8e-8af4-128b59fe5389},\n created = {2016-03-23T11:20:21.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {The Wings intelligent workflow system assists scientists with designing computational experiments by automatically tracking constraints and ruling out invalid designs, letting scientists focus on their experiments and goals. © 2011 IEEE.},\n bibtype = {article},\n author = {Gil, Y. and Ratnakar, V. and Kim, J. and González-Calero, P. and Groth, P. and Moody, J. and Deelman, E.},\n doi = {10.1109/MIS.2010.9},\n journal = {IEEE Intelligent Systems},\n number = {1}\n}
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\n The Wings intelligent workflow system assists scientists with designing computational experiments by automatically tracking constraints and ruling out invalid designs, letting scientists focus on their experiments and goals. © 2011 IEEE.\n
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\n \n\n \n \n \n \n \n Combining Expert Knowledge and Learning from Demonstration in Real-Time Strategy Games.\n \n \n \n\n\n \n Palma, R.; Sanchez-Ruiz, A., A.; Antonio Gomez-Martin, M.; Pablo Gomez-Martin, P.; Antonio Gonzalez-Calero, P.; Ram, A.; and Wiratunga, N.\n\n\n \n\n\n\n Case-Based Reasoning Research and Development, Iccbr 2011. 2011.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Combining Expert Knowledge and Learning from Demonstration in Real-Time Strategy Games},\n type = {article},\n year = {2011},\n id = {7570914a-0b9b-30a7-9763-6b86b09efa90},\n created = {2017-05-03T14:54:28.692Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-05-03T14:54:28.692Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {article},\n author = {Palma, Ricardo and Sanchez-Ruiz, Antonio A and Antonio Gomez-Martin, Marco and Pablo Gomez-Martin, Pedro and Antonio Gonzalez-Calero, Pedro and Ram, A and Wiratunga, N},\n journal = {Case-Based Reasoning Research and Development, Iccbr 2011}\n}
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\n \n\n \n \n \n \n \n Measuring Similarity in Description Logics Using Refinement Operators.\n \n \n \n\n\n \n Sanchez-Ruiz, A., A.; Ontanon, S.; Antonio Gonzalez-Calero, P.; Plaza, E.; Ram, A.; and Wiratunga, N.\n\n\n \n\n\n\n Case-Based Reasoning Research and Development, Iccbr 2011. 2011.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Measuring Similarity in Description Logics Using Refinement Operators},\n type = {article},\n year = {2011},\n id = {6f8eeee5-f9eb-36d0-a656-627f0795afc3},\n created = {2017-05-03T14:54:28.795Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-05-03T14:54:28.795Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {article},\n author = {Sanchez-Ruiz, Antonio A and Ontanon, Santiago and Antonio Gonzalez-Calero, Pedro and Plaza, Enric and Ram, A and Wiratunga, N},\n journal = {Case-Based Reasoning Research and Development, Iccbr 2011}\n}
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\n \n\n \n \n \n \n \n Preface.\n \n \n \n\n\n \n González-Calero, P., A.; and Gómez-Martín, M., A.\n\n\n \n\n\n\n 2011.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@misc{\n title = {Preface},\n type = {misc},\n year = {2011},\n source = {Artificial Intelligence for Computer Games},\n id = {ba7ea5bd-5718-31f7-8fad-6daedfaa76d0},\n created = {2024-04-25T10:13:00.462Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2024-04-25T10:20:51.407Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {misc},\n author = {González-Calero, Pedro Antonio and Gómez-Martín, Marco Antonio},\n doi = {10.1007/978-1-4419-8188-2}\n}
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\n  \n 2010\n \n \n (1)\n \n \n
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\n \n\n \n \n \n \n \n Similarity measures in hierarchical behaviours from a structural point of view.\n \n \n \n\n\n \n Florez-Puga, G.; Diaz-Agudo, B.; and Gonzalez-Calero, P.\n\n\n \n\n\n\n In Proceedings of the 23rd International Florida Artificial Intelligence Research Society Conference, FLAIRS-23, pages 330-335, 2010. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Similarity measures in hierarchical behaviours from a structural point of view},\n type = {inproceedings},\n year = {2010},\n pages = {330-335},\n id = {327f8f7f-7ba9-3157-a0ee-cec2ef3542a4},\n created = {2016-03-23T11:20:11.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Case-Based Reasoning (CBR) systems dealing with complex object-based case representation structures need to employ complex structured-based similarity measures. However, obtaining such similarity requires to solve problems on graphs are known to be NP-complete. In this paper, we show that, in spite of its theoretical complexity, structured-based similarity is of practical use and can be incorporated into the CBR toolbox. We analyze, in terms of quality and efficiency, three different methods for assessing similarity between graphs, which we apply in the domain of behaviour generation for a soccer simulation environment (SoccerBots). Our implementation of such methods has been incorporated into jCOLIBRI, a general framework for CBR development, and ready to be tested on other applications. Copyright © 2010, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved.},\n bibtype = {inproceedings},\n author = {Florez-Puga, G. and Diaz-Agudo, B. and Gonzalez-Calero, P.},\n booktitle = {Proceedings of the 23rd International Florida Artificial Intelligence Research Society Conference, FLAIRS-23}\n}
\n
\n\n\n
\n Case-Based Reasoning (CBR) systems dealing with complex object-based case representation structures need to employ complex structured-based similarity measures. However, obtaining such similarity requires to solve problems on graphs are known to be NP-complete. In this paper, we show that, in spite of its theoretical complexity, structured-based similarity is of practical use and can be incorporated into the CBR toolbox. We analyze, in terms of quality and efficiency, three different methods for assessing similarity between graphs, which we apply in the domain of behaviour generation for a soccer simulation environment (SoccerBots). Our implementation of such methods has been incorporated into jCOLIBRI, a general framework for CBR development, and ready to be tested on other applications. Copyright © 2010, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved.\n
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\n  \n 2009\n \n \n (11)\n \n \n
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\n \n\n \n \n \n \n \n COBBER: Supporting human centered computing issues in the globalization era.\n \n \n \n\n\n \n Gómez-Gauchía, H.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n In Proceedings of the 4th Indian International Conference on Artificial Intelligence, IICAI 2009, pages 738-757, 2009. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {COBBER: Supporting human centered computing issues in the globalization era},\n type = {inproceedings},\n year = {2009},\n pages = {738-757},\n id = {8bd2b4f6-f18f-310d-9bf3-d2642971aa38},\n created = {2016-03-23T11:20:12.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {In this article we describe a domain independent model for supporting Human Centered Computing issues, which takes into account the psychological and cognitive issues of users when interacting with the model. Producing software in the globalization era needs to take into account the multiplicity of human kind which affects drastically to reach a wider audience, including low level literacy people. The main goal of the model is to keep users in an adequate mood during the conversation session with the computer. If users feel comfortable with the computer they continue working with it. We divide it into two parts: a static personalization managing the users' outside -by personalization of operative systems and current running program aspects- and a dynamic adaptation -by conversation strategies based on suggestions and inducing questions-. We define ontologies to represent extra knowledge for these tasks. Copyright © 2009 by IICAI.},\n bibtype = {inproceedings},\n author = {Gómez-Gauchía, H. and Díaz-Agudo, B. and González-Calero, P.},\n booktitle = {Proceedings of the 4th Indian International Conference on Artificial Intelligence, IICAI 2009}\n}
\n
\n\n\n
\n In this article we describe a domain independent model for supporting Human Centered Computing issues, which takes into account the psychological and cognitive issues of users when interacting with the model. Producing software in the globalization era needs to take into account the multiplicity of human kind which affects drastically to reach a wider audience, including low level literacy people. The main goal of the model is to keep users in an adequate mood during the conversation session with the computer. If users feel comfortable with the computer they continue working with it. We divide it into two parts: a static personalization managing the users' outside -by personalization of operative systems and current running program aspects- and a dynamic adaptation -by conversation strategies based on suggestions and inducing questions-. We define ontologies to represent extra knowledge for these tasks. Copyright © 2009 by IICAI.\n
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\n \n\n \n \n \n \n \n Semantic templates for case-based reasoning systems.\n \n \n \n\n\n \n Recio-García, J.; Daz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n Knowledge Engineering Review, 24(3): 245-264. 2009.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Semantic templates for case-based reasoning systems},\n type = {article},\n year = {2009},\n pages = {245-264},\n volume = {24},\n id = {f2941d6d-6ba6-32c1-b251-712cb9244728},\n created = {2016-03-23T11:20:13.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {In this paper, we present an approach to solve the drawbacks of manual composition of software components. Our approach is applied within the jcolibri framework for building case-based reasoning (CBR) applications. We propose a system design process based on reusing templates obtained from previously designed CBR systems. Templates store the control flow of the CBR applications and include semantic annotations conceptualizing its behavior and expertise. We use CBR ontology to formalize syntactical, semantical and pragmatical aspects of the reusable components of the framework. The ontology vocabulary facilitates an annotation process of the components and allows to reason about their composition, facilitating the semi-automatic configuration of complex systems from their composing pieces. © 2009 Copyright Cambridge University Press.},\n bibtype = {article},\n author = {Recio-García, J.A. and Daz-Agudo, B. and González-Calero, P.A.},\n doi = {10.1017/S0269888909990051},\n journal = {Knowledge Engineering Review},\n number = {3}\n}
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\n\n\n
\n In this paper, we present an approach to solve the drawbacks of manual composition of software components. Our approach is applied within the jcolibri framework for building case-based reasoning (CBR) applications. We propose a system design process based on reusing templates obtained from previously designed CBR systems. Templates store the control flow of the CBR applications and include semantic annotations conceptualizing its behavior and expertise. We use CBR ontology to formalize syntactical, semantical and pragmatical aspects of the reusable components of the framework. The ontology vocabulary facilitates an annotation process of the components and allows to reason about their composition, facilitating the semi-automatic configuration of complex systems from their composing pieces. © 2009 Copyright Cambridge University Press.\n
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\n \n\n \n \n \n \n \n Boosting the performance of CBR applications with jCOLIBRI.\n \n \n \n\n\n \n Recio-García, J.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n In Proceedings - International Conference on Tools with Artificial Intelligence, ICTAI, pages 276-283, 2009. \n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Boosting the performance of CBR applications with jCOLIBRI},\n type = {inproceedings},\n year = {2009},\n pages = {276-283},\n id = {7e39e972-dc89-39ee-b800-154f0c29cc3a},\n created = {2016-03-23T11:20:13.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {jCOLIBRI is currently a reference platform in the CBR community for building CBR systems that includes facilities to design different types of CBR applications [18, 7, 19]. In this paper we focus in some recently included tools that allow the improvement of performance of previously designed applications. These optimization tools mainly facilitate to adjust features on large case bases like clustering and noise reduction techniques, and to adjust processes like refine similarity metrics through case base visualization, parallelization of retrieval or distribution of the case base and reasoning thought different agents. We present the tools and exemplify how to use them in a real scenario. We have developed an experiment for the automatic classification of a textual case base made of 1500 academic journals belonging to 20 different areas. © 2009 IEEE.},\n bibtype = {inproceedings},\n author = {Recio-García, J.A. and Díaz-Agudo, B. and González-Calero, P.A.},\n doi = {10.1109/ICTAI.2009.130},\n booktitle = {Proceedings - International Conference on Tools with Artificial Intelligence, ICTAI}\n}
\n
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\n jCOLIBRI is currently a reference platform in the CBR community for building CBR systems that includes facilities to design different types of CBR applications [18, 7, 19]. In this paper we focus in some recently included tools that allow the improvement of performance of previously designed applications. These optimization tools mainly facilitate to adjust features on large case bases like clustering and noise reduction techniques, and to adjust processes like refine similarity metrics through case base visualization, parallelization of retrieval or distribution of the case base and reasoning thought different agents. We present the tools and exemplify how to use them in a real scenario. We have developed an experiment for the automatic classification of a textual case base made of 1500 academic journals belonging to 20 different areas. © 2009 IEEE.\n
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\n \n\n \n \n \n \n \n Abstraction in knowledge-rich models for case-based planning.\n \n \n \n\n\n \n Sánchez-Ruiz, A.; González-Calero, P.; and Díaz-Agudo, B.\n\n\n \n\n\n\n Volume 5650 LNAI 2009.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Abstraction in knowledge-rich models for case-based planning},\n type = {book},\n year = {2009},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {313-327},\n volume = {5650 LNAI},\n id = {959f4c95-a648-3511-a3f3-7d8f706e2f41},\n created = {2016-03-23T11:20:14.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Abstraction in case-based planning is a mechanism for plan retrieval and adaptation. An abstract case is a generalization of a concrete case that can be reused in different situations to that where the original case was obtained. Additional knowledge is also required to instantiate an abstract case for a new concrete solution. In this paper, we show how the cases built by a generative planner, that uses Description Logics to represent knowledge-rich models of the state of the world, can be automatically abstracted by using the same knowledge model. An algorithm for case abstraction is presented, along with the conditions that a new problem must fulfill for being solvable by an abstract case. © 2009 Springer Berlin Heidelberg.},\n bibtype = {book},\n author = {Sánchez-Ruiz, A.A. and González-Calero, P.A. and Díaz-Agudo, B.},\n doi = {10.1007/978-3-642-02998-1_23}\n}
\n
\n\n\n
\n Abstraction in case-based planning is a mechanism for plan retrieval and adaptation. An abstract case is a generalization of a concrete case that can be reused in different situations to that where the original case was obtained. Additional knowledge is also required to instantiate an abstract case for a new concrete solution. In this paper, we show how the cases built by a generative planner, that uses Description Logics to represent knowledge-rich models of the state of the world, can be automatically abstracted by using the same knowledge model. An algorithm for case abstraction is presented, along with the conditions that a new problem must fulfill for being solvable by an abstract case. © 2009 Springer Berlin Heidelberg.\n
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\n \n\n \n \n \n \n \n Content integration in games-based learning systems.\n \n \n \n\n\n \n Gómez-Martín, M.; Gómez-Martín, P.; and González-Calero, P.\n\n\n \n\n\n\n 2009.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Content integration in games-based learning systems},\n type = {book},\n year = {2009},\n source = {Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices},\n pages = {73-83},\n id = {925e7f89-8ebc-3d6c-bbab-dd58a063f84c},\n created = {2016-03-23T11:20:16.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {A key challenge to move forward the state of the art in games-based learning systems is to facilitate instructional content creation by the domain experts. Several decades of research on computer aided instruction have demonstrated that the expert has to be deeply involved in the content creation process, and that is why so much effort has been devoted to building authoring tools of all kinds. However, using videogame technology to support computer aided instruction poses some new challenges on expertfriendly authoring tools, related to technical and cost issues. In this chapter the authors present the state of the art in content creation for games-based learning systems, identifying the main challenges to make this technology cost-effective from the content creation point of view. © 2009, IGI Global.},\n bibtype = {book},\n author = {Gómez-Martín, M.A. and Gómez-Martín, P.P. and González-Calero, P.A.},\n doi = {10.4018/978-1-60566-360-9.ch005}\n}
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\n\n\n
\n A key challenge to move forward the state of the art in games-based learning systems is to facilitate instructional content creation by the domain experts. Several decades of research on computer aided instruction have demonstrated that the expert has to be deeply involved in the content creation process, and that is why so much effort has been devoted to building authoring tools of all kinds. However, using videogame technology to support computer aided instruction poses some new challenges on expertfriendly authoring tools, related to technical and cost issues. In this chapter the authors present the state of the art in content creation for games-based learning systems, identifying the main challenges to make this technology cost-effective from the content creation point of view. © 2009, IGI Global.\n
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\n \n\n \n \n \n \n \n Query-enabled behavior trees.\n \n \n \n\n\n \n Flórez-Puga, G.; Gómez-Martín, M.; Gómez-Martín, P.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n IEEE Transactions on Computational Intelligence and AI in Games, 1(4): 298-308. 2009.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@article{\n title = {Query-enabled behavior trees},\n type = {article},\n year = {2009},\n keywords = {Behavior trees (BTs),Case-based reasoning (CBR),First-person shooter (FPS),Nonplayer characters (NPCs)},\n pages = {298-308},\n volume = {1},\n id = {0c076a41-f4e9-3d12-ab92-3e77d5ccf1ac},\n created = {2016-03-23T11:20:19.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Artificial intelligence in games is typically used for creating player's opponents. Manual editing of intelligent behaviors for nonplayer characters (NPCs) of games is a cumbersome task that needs experienced designers. Our research aims to assist designers in this task. Behaviors typically use recurring patterns, so that experience and reuse are crucial aspects for behavior design. The use of hierarchical structures like hierarchical state machines, behavior trees (BTs), or hierarchical task networks, allows working on different abstraction levels reusing pieces from the more detailed levels. However, the static nature of the design process does not release the designer from the burden of completely specifying each behavior. Our approach applies case-based reasoning (CBR) techniques to retrieve and reuse stored behaviors represented as BTs. In this paper, we focus on dynamic retrieval and selection of behaviors taking into account the world state and the underlying goals. The global behavior of the NPC is dynamically built at runtime querying the CBR system. We exemplify our approach through a serious game, developed by our research group, with gameplay elements from first-person shooter (FPS) games.},\n bibtype = {article},\n author = {Flórez-Puga, G. and Gómez-Martín, M.A. and Gómez-Martín, P.P. and Díaz-Agudo, B. and González-Calero, P.A.},\n doi = {10.1109/TCIAIG.2009.2036369},\n journal = {IEEE Transactions on Computational Intelligence and AI in Games},\n number = {4}\n}
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\n Artificial intelligence in games is typically used for creating player's opponents. Manual editing of intelligent behaviors for nonplayer characters (NPCs) of games is a cumbersome task that needs experienced designers. Our research aims to assist designers in this task. Behaviors typically use recurring patterns, so that experience and reuse are crucial aspects for behavior design. The use of hierarchical structures like hierarchical state machines, behavior trees (BTs), or hierarchical task networks, allows working on different abstraction levels reusing pieces from the more detailed levels. However, the static nature of the design process does not release the designer from the burden of completely specifying each behavior. Our approach applies case-based reasoning (CBR) techniques to retrieve and reuse stored behaviors represented as BTs. In this paper, we focus on dynamic retrieval and selection of behaviors taking into account the world state and the underlying goals. The global behavior of the NPC is dynamically built at runtime querying the CBR system. We exemplify our approach through a serious game, developed by our research group, with gameplay elements from first-person shooter (FPS) games.\n
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\n \n\n \n \n \n \n \n COBBER: Ontology based model for Human-Centered Computing.\n \n \n \n\n\n \n Gómez-Gauchíia, H.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n Journal of Intelligent Systems, 18(4): 285-310. 2009.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{\n title = {COBBER: Ontology based model for Human-Centered Computing},\n type = {article},\n year = {2009},\n keywords = {Adaptive software,Affective computing,Human Centered Computing,Knowledge-based systems,Ontology,Personalization},\n pages = {285-310},\n volume = {18},\n id = {443576fb-147c-3b4d-8d0b-bf87f368fffc},\n created = {2016-03-23T11:20:20.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Producing software in a globalized economy must take into account the multiplicity of humankind, which affects drastically the goal of reaching a wider audience. In this paper we describe COBBER, a domain-independent model for supporting Human Centered Computing issues, which takes into account the psychological and cognitive issues of users when interacting with the model. The main goal of the model is to keep users in an adequate mood during the conversation session with the computer. If users feel comfortable with the computer, then they continue working with it. We divide the model into two parts: a static personalization managing the users' outside-by personalizing operative systems and current running program aspects-and a dynamic adaptation-exchanging conversation strategies based on suggestions and inducing questions. We define ontologies as the concept and relation skeletons to represent extra knowledge for these tasks. The experiments are performed with two implementations and users show an optimistic perspective.},\n bibtype = {article},\n author = {Gómez-Gauchíia, H. and Díaz-Agudo, B. and González-Calero, P.},\n journal = {Journal of Intelligent Systems},\n number = {4}\n}
\n
\n\n\n
\n Producing software in a globalized economy must take into account the multiplicity of humankind, which affects drastically the goal of reaching a wider audience. In this paper we describe COBBER, a domain-independent model for supporting Human Centered Computing issues, which takes into account the psychological and cognitive issues of users when interacting with the model. The main goal of the model is to keep users in an adequate mood during the conversation session with the computer. If users feel comfortable with the computer, then they continue working with it. We divide the model into two parts: a static personalization managing the users' outside-by personalizing operative systems and current running program aspects-and a dynamic adaptation-exchanging conversation strategies based on suggestions and inducing questions. We define ontologies as the concept and relation skeletons to represent extra knowledge for these tasks. The experiments are performed with two implementations and users show an optimistic perspective.\n
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\n \n\n \n \n \n \n \n Self-validated behaviour trees through reflective components.\n \n \n \n\n\n \n Llansó, D.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In Proceedings of the 5th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2009, pages 70-75, 2009. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Self-validated behaviour trees through reflective components},\n type = {inproceedings},\n year = {2009},\n pages = {70-75},\n id = {3994b820-c8f2-336e-868e-c65643a5e919},\n created = {2016-03-23T11:20:21.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Developing the AI for non-player characters in a video game is a collaborative task between programmers and designers. Most of the times, there is a tension between the freedom that designers require to include their narrative in the game and the effort required from programmers to debug faulty AI specified by good story tellers who are not programmers. In this paper is presented an architecture for building the AI of an NPC that extends the component-based approach, which represents the functionality of an entity as a collection of functionality-specific components. By associating an action in a behaviour tree with a collection of components, and equipping those components with some reflection capabilities, we are able to identify faulty behaviour trees at design time.© 2009, Association for the Advancement of Artificial.},\n bibtype = {inproceedings},\n author = {Llansó, D. and Gómez-Martín, M.A. and González-Calero, P.A.},\n booktitle = {Proceedings of the 5th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2009}\n}
\n
\n\n\n
\n Developing the AI for non-player characters in a video game is a collaborative task between programmers and designers. Most of the times, there is a tension between the freedom that designers require to include their narrative in the game and the effort required from programmers to debug faulty AI specified by good story tellers who are not programmers. In this paper is presented an architecture for building the AI of an NPC that extends the component-based approach, which represents the functionality of an entity as a collection of functionality-specific components. By associating an action in a behaviour tree with a collection of components, and equipping those components with some reflection capabilities, we are able to identify faulty behaviour trees at design time.© 2009, Association for the Advancement of Artificial.\n
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\n \n\n \n \n \n \n \n Abstraction in Knowledge-Rich Models for Case-Based Planning.\n \n \n \n\n\n \n Sanchez-Ruiz, A., A.; Gonzalez-Calero, P., A.; Diaz-Agudo, B.; McGinty, L.; and Wilson, D., C.\n\n\n \n\n\n\n Case-Based Reasoning Research and Development, Proceedings. 2009.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Abstraction in Knowledge-Rich Models for Case-Based Planning},\n type = {article},\n year = {2009},\n id = {331321b2-1532-3c31-af5d-1326b2c328a4},\n created = {2017-05-03T14:54:28.903Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-05-03T14:54:28.903Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {article},\n author = {Sanchez-Ruiz, Antonio A and Gonzalez-Calero, Pedro A and Diaz-Agudo, Belen and McGinty, L and Wilson, D C},\n journal = {Case-Based Reasoning Research and Development, Proceedings}\n}
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\n \n\n \n \n \n \n \n Authoring Behaviour for Characters in Games Reusing Abstracted Plan Traces.\n \n \n \n\n\n \n Sanchez-Ruiz, A., A.; Llanso, D.; Antonio Gomez-Martin, M.; Gonzalez-Calero, P., A.; Ruttkay, Z.; Kipp, M.; Nijholt, A.; and Vilhjalmsson, H., H.\n\n\n \n\n\n\n Intelligent Virtual Agents, Proceedings. 2009.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Authoring Behaviour for Characters in Games Reusing Abstracted Plan Traces},\n type = {article},\n year = {2009},\n id = {a67824c3-1569-33f1-b5c0-3cb3e212b8d9},\n created = {2017-05-03T14:54:28.984Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-05-03T14:54:28.984Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {article},\n author = {Sanchez-Ruiz, Antonio A and Llanso, David and Antonio Gomez-Martin, Marco and Gonzalez-Calero, Pedro A and Ruttkay, Z and Kipp, M and Nijholt, A and Vilhjalmsson, H H},\n journal = {Intelligent Virtual Agents, Proceedings}\n}
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\n \n\n \n \n \n \n \n Workflow Matching Using Semantic Metadata.\n \n \n \n\n\n \n Gil, Y.; Kim, J.; Florez, G.; Ratnakar, V.; Gonzalez-Calero, P., A.; and M, A., C.\n\n\n \n\n\n\n K-Cap'09: Proceedings of the Fifth International Conference on Knowledge Capture. 2009.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Workflow Matching Using Semantic Metadata},\n type = {article},\n year = {2009},\n id = {b894e22e-b5c0-3078-bb7f-38fda8649bf1},\n created = {2017-05-03T14:54:29.277Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-05-03T14:54:29.277Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {article},\n author = {Gil, Yolanda and Kim, Jihie and Florez, Gonzalo and Ratnakar, Varun and Gonzalez-Calero, Pedro A and M, A C},\n journal = {K-Cap'09: Proceedings of the Fifth International Conference on Knowledge Capture}\n}
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\n  \n 2008\n \n \n (10)\n \n \n
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\n \n\n \n \n \n \n \n Experience-based design of behaviors in videogames.\n \n \n \n\n\n \n Flórez Puga, G.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n Volume 5239 LNAI 2008.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Experience-based design of behaviors in videogames},\n type = {book},\n year = {2008},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {180-194},\n volume = {5239 LNAI},\n id = {85cb048b-45b1-346d-b8b6-5fb514e8db1b},\n created = {2016-03-23T11:20:12.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Artificial intelligence in games is usually used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPC) of games is a cumbersome task that needs experienced designers. Amongst other activities, they design new behaviors in terms of perception and actuation over the environment. Behaviors typically use recurring patterns, so that experience and reuse are crucial aspects for behavior design. In this paper we present a behavior editor (eCo) using Case Based Reasoning to retrieve and reuse stored behaviors represented as hierarchical state machines. In this paper we focus on the application of different types of similarity assessment to retrieve the best behavior to reuse. eCo is configurable for different domains. We present our experience within a soccer simulation environment (SoccerBots) to design the behaviors of the automatic soccer players. © Springer-Verlag Berlin Heidelberg 2008.},\n bibtype = {book},\n author = {Flórez Puga, G. and Díaz-Agudo, B. and González-Calero, P.},\n doi = {10.1007/978-3-540-85502-6_12}\n}
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\n Artificial intelligence in games is usually used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPC) of games is a cumbersome task that needs experienced designers. Amongst other activities, they design new behaviors in terms of perception and actuation over the environment. Behaviors typically use recurring patterns, so that experience and reuse are crucial aspects for behavior design. In this paper we present a behavior editor (eCo) using Case Based Reasoning to retrieve and reuse stored behaviors represented as hierarchical state machines. In this paper we focus on the application of different types of similarity assessment to retrieve the best behavior to reuse. eCo is configurable for different domains. We present our experience within a soccer simulation environment (SoccerBots) to design the behaviors of the automatic soccer players. © Springer-Verlag Berlin Heidelberg 2008.\n
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\n \n\n \n \n \n \n \n CBR for CBR: A case-based template recommender system for building case-based systems.\n \n \n \n\n\n \n Recio-García, J.; Bridge, D.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n Volume 5239 LNAI 2008.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {CBR for CBR: A case-based template recommender system for building case-based systems},\n type = {book},\n year = {2008},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {459-473},\n volume = {5239 LNAI},\n id = {31124d59-83cb-3b34-b660-12ff8c381223},\n created = {2016-03-23T11:20:15.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Our goal is to support system developers in rapid prototyping of Case-Based Reasoning (CBR) systems through component reuse. In this paper, we propose the idea of templates that can be readily adapted when building a CBR system. We define a case base of templates for case-based recommender systems. We devise a novel case-based template recommender, based on recommender systems research, but using a new idea that we call Retrieval-by-Trying. Our experiments with the system show that similarity based on semantic features is more effective than similarity based on behavioural features, which is in turn more effective than similarity based on structural features. © Springer-Verlag Berlin Heidelberg 2008.},\n bibtype = {book},\n author = {Recio-García, J.A. and Bridge, D. and Díaz-Agudo, B. and González-Calero, P.A.},\n doi = {10.1007/978-3-540-85502-6_31}\n}
\n
\n\n\n
\n Our goal is to support system developers in rapid prototyping of Case-Based Reasoning (CBR) systems through component reuse. In this paper, we propose the idea of templates that can be readily adapted when building a CBR system. We define a case base of templates for case-based recommender systems. We devise a novel case-based template recommender, based on recommender systems research, but using a new idea that we call Retrieval-by-Trying. Our experiments with the system show that similarity based on semantic features is more effective than similarity based on behavioural features, which is in turn more effective than similarity based on structural features. © Springer-Verlag Berlin Heidelberg 2008.\n
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\n \n\n \n \n \n \n \n Dynamic expansion of behaviour trees.\n \n \n \n\n\n \n Fĺorez-Puga, G.; Ǵomez-Mart́in, M.; D́iaz-Agudo, B.; and Gonźalez-Calero, P.\n\n\n \n\n\n\n In Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2008, pages 36-41, 2008. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Dynamic expansion of behaviour trees},\n type = {inproceedings},\n year = {2008},\n pages = {36-41},\n id = {4b7a8438-4b9b-3288-9841-b372f2b4b116},\n created = {2016-03-23T11:20:15.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Artificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cumbersome task that needs experienced designers. Our research aims to assist designers in this task. Behaviours typically use recurring patterns, so that experience and reuse are crucial aspects for behavior design. The use of hierarchical state machines allows working on different abstraction levels, sharing transitions and reusing pieces from the more detailed levels. However, the static nature of the design process does not release the designer from the burden to completely specify each behaviour. Our approach applies Case-Based Reasoning (CBR) techniques to retrieve and reuse stored behaviors represented as hierarchical state machines (actually, behaviour trees). In this paper we focus on dynamic retrieval of behaviours taking into account the world state and the underlying goals to select the most appropriate state machine to guide the NPC behaviour. The global behaviour of the NPC is dynamically built in run time querying the CBR system. We exemplify our approach through a serious game, developed by our research group, with gameplay elements from First-Person Shooter (FPS) games. Copyright © 2008, Association for the Advancement of Artificial Intelligence.},\n bibtype = {inproceedings},\n author = {Fĺorez-Puga, G. and Ǵomez-Mart́in, M. and D́iaz-Agudo, B. and Gonźalez-Calero, P.A.},\n booktitle = {Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2008}\n}
\n
\n\n\n
\n Artificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cumbersome task that needs experienced designers. Our research aims to assist designers in this task. Behaviours typically use recurring patterns, so that experience and reuse are crucial aspects for behavior design. The use of hierarchical state machines allows working on different abstraction levels, sharing transitions and reusing pieces from the more detailed levels. However, the static nature of the design process does not release the designer from the burden to completely specify each behaviour. Our approach applies Case-Based Reasoning (CBR) techniques to retrieve and reuse stored behaviors represented as hierarchical state machines (actually, behaviour trees). In this paper we focus on dynamic retrieval of behaviours taking into account the world state and the underlying goals to select the most appropriate state machine to guide the NPC behaviour. The global behaviour of the NPC is dynamically built in run time querying the CBR system. We exemplify our approach through a serious game, developed by our research group, with gameplay elements from First-Person Shooter (FPS) games. Copyright © 2008, Association for the Advancement of Artificial Intelligence.\n
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\n \n\n \n \n \n \n \n Role-play virtual environments: Recreational learning of software design.\n \n \n \n\n\n \n Jiménez-Díaz, G.; Gómez-Albarrán, M.; and González-Calero, P.\n\n\n \n\n\n\n Volume 5192 LNCS 2008.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
\n
@book{\n title = {Role-play virtual environments: Recreational learning of software design},\n type = {book},\n year = {2008},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n keywords = {Game-based learning,Object-oriented design,Role-play},\n pages = {27-32},\n volume = {5192 LNCS},\n id = {941b73e6-1aaa-3c29-8aa9-d0cc80ba1421},\n created = {2016-03-23T11:20:17.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {CRC cards and role-play sessions are two techniques widely used in responsibility-driven design and employed as active learning methods to teach object-oriented software design. Based on our experience using them, we propose a game-based approach to take the classroom experience into a virtual environment. We show how the proposed virtual environment must integrate a number of mechanics and we des-cribe one possible interaction metaphor that combines features from first person shooters and sport games, along with its implementation. © 2008 Springer-Verlag Berlin Heidelberg.},\n bibtype = {book},\n author = {Jiménez-Díaz, G. and Gómez-Albarrán, M. and González-Calero, P.A.},\n doi = {10.1007/978-3-540-87605-2_3}\n}
\n
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\n CRC cards and role-play sessions are two techniques widely used in responsibility-driven design and employed as active learning methods to teach object-oriented software design. Based on our experience using them, we propose a game-based approach to take the classroom experience into a virtual environment. We show how the proposed virtual environment must integrate a number of mechanics and we des-cribe one possible interaction metaphor that combines features from first person shooters and sport games, along with its implementation. © 2008 Springer-Verlag Berlin Heidelberg.\n
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\n \n\n \n \n \n \n \n Visualization and role-play to teach object-oriented programming.\n \n \n \n\n\n \n Díaz, G.; Albarrán, M.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In Computers and Education: Towards Educational Change and Innovation, pages 167-177, 2008. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Visualization and role-play to teach object-oriented programming},\n type = {inproceedings},\n year = {2008},\n pages = {167-177},\n id = {940d32f3-4f7d-3cb1-a77d-a08b883c410e},\n created = {2016-03-23T11:20:19.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {Díaz, G.J. and Albarrán, M.G. and Gómez-Martín, M.A. and González-Calero, P.A.},\n booktitle = {Computers and Education: Towards Educational Change and Innovation}\n}
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\n \n\n \n \n \n \n \n Adaptation through planning in knowledge intensive CBR.\n \n \n \n\n\n \n Sánchez-Ruiz, A.; Gómez-Martín, P.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n Volume 5239 LNAI 2008.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@book{\n title = {Adaptation through planning in knowledge intensive CBR},\n type = {book},\n year = {2008},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {503-517},\n volume = {5239 LNAI},\n id = {fefe8c6a-dab6-3950-b84b-f08e439cc474},\n created = {2016-03-23T11:20:20.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Adaptation is probably the most difficult task in Case-Based Reasoning (CBR) systems. Most techniques for adaptation propose ad-hoc solutions that require an effort on knowledge acquisition beyond typical CBR standards. In this paper we demonstrate the applicability of domain-independent planning techniques that exploit the knowledge already acquired in many knowledge-rich approaches to CBR. Those techniques are exemplified in a case-based training system that generates a 3D scenario from a declarative description of the training case. © Springer-Verlag Berlin Heidelberg 2008.},\n bibtype = {book},\n author = {Sánchez-Ruiz, A. and Gómez-Martín, P.P. and Díaz-Agudo, B. and González-Calero, P.A.},\n doi = {10.1007/978-3-540-85502-6_34}\n}
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\n Adaptation is probably the most difficult task in Case-Based Reasoning (CBR) systems. Most techniques for adaptation propose ad-hoc solutions that require an effort on knowledge acquisition beyond typical CBR standards. In this paper we demonstrate the applicability of domain-independent planning techniques that exploit the knowledge already acquired in many knowledge-rich approaches to CBR. Those techniques are exemplified in a case-based training system that generates a 3D scenario from a declarative description of the training case. © Springer-Verlag Berlin Heidelberg 2008.\n
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\n \n\n \n \n \n \n \n Teaching GoF design patterns through refactoring and role-play.\n \n \n \n\n\n \n Jiménez-Díaz, G.; Gómez-Albarrán, M.; and González-Calero, P.\n\n\n \n\n\n\n International Journal of Engineering Education, 24(4): 717-728. 2008.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{\n title = {Teaching GoF design patterns through refactoring and role-play},\n type = {article},\n year = {2008},\n keywords = {Active learning,Object-oriented design pattern learning,Pattern-directed refactoring,Role-play},\n pages = {717-728},\n volume = {24},\n id = {447adbc3-3b77-3435-9755-774cc9e52ce6},\n created = {2016-03-23T11:20:20.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {In order to fully understand the implications of object-oriented design patterns, students need to consider alternative designs to a problem and to analyse these solutions in terms of coupling, cohesion and extensibility. Lecture-based approaches to teaching design patterns do not provide students with the insights needed unless they already have experience in object-oriented design. In this paper we present an approach to teaching design patterns that promotes active learning and makes students participate in refactorings through role-play sessions. We describe two experiments that demonstrate student acceptance and present promising results on the effectiveness of the approach. © 2008 TEMPUS Publications.},\n bibtype = {article},\n author = {Jiménez-Díaz, G. and Gómez-Albarrán, M. and González-Calero, P.A.},\n journal = {International Journal of Engineering Education},\n number = {4}\n}
\n
\n\n\n
\n In order to fully understand the implications of object-oriented design patterns, students need to consider alternative designs to a problem and to analyse these solutions in terms of coupling, cohesion and extensibility. Lecture-based approaches to teaching design patterns do not provide students with the insights needed unless they already have experience in object-oriented design. In this paper we present an approach to teaching design patterns that promotes active learning and makes students participate in refactorings through role-play sessions. We describe two experiments that demonstrate student acceptance and present promising results on the effectiveness of the approach. © 2008 TEMPUS Publications.\n
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\n \n\n \n \n \n \n \n Prototyping recommender systems in jCOLIBRI.\n \n \n \n\n\n \n Recio-García, J.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n In RecSys'08: Proceedings of the 2008 ACM Conference on Recommender Systems, pages 243-250, 2008. \n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Prototyping recommender systems in jCOLIBRI},\n type = {inproceedings},\n year = {2008},\n pages = {243-250},\n id = {7e8e62da-e1f3-3fff-894c-ccc2145ee2ad},\n created = {2016-03-23T11:20:22.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Our goal is to support system developers in rapid prototyping recommender systems using Case-Based Reasoning (CBR) techniques. In this paper we describe how jcolibri can serve to that goal. jcolibri is an object-oriented framework in Java for building CBR systems that greatly benefits from the reuse of previously developed CBR systems. jcolibri includes a case base of templates for case-based recommender systems that can be easily adapted to prototype a great variety of alternatives. We describe the contents of the case base and show experimental results from our experience using the recommender templates case base with mid-size projects from undergraduate students. © 2008 ACM.},\n bibtype = {inproceedings},\n author = {Recio-García, J.A. and Díaz-Agudo, B. and González-Calero, P.A.},\n doi = {10.1145/1454008.1454046},\n booktitle = {RecSys'08: Proceedings of the 2008 ACM Conference on Recommender Systems}\n}
\n
\n\n\n
\n Our goal is to support system developers in rapid prototyping recommender systems using Case-Based Reasoning (CBR) techniques. In this paper we describe how jcolibri can serve to that goal. jcolibri is an object-oriented framework in Java for building CBR systems that greatly benefits from the reuse of previously developed CBR systems. jcolibri includes a case base of templates for case-based recommender systems that can be easily adapted to prototype a great variety of alternatives. We describe the contents of the case base and show experimental results from our experience using the recommender templates case base with mid-size projects from undergraduate students. © 2008 ACM.\n
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\n \n\n \n \n \n \n \n Prototyping Recommender Systems in jCOLIBRI.\n \n \n \n\n\n \n Recio-Garcia, J., A.; Diaz-Agudo, B.; Gonzalez-Calero, P., A.; and M, A., C.\n\n\n \n\n\n\n Recsys'08: Proceedings of the 2008 Acm Conference on Recommender Systems. 2008.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Prototyping Recommender Systems in jCOLIBRI},\n type = {article},\n year = {2008},\n id = {87a226e3-8d37-3867-bd33-621aa5a104b4},\n created = {2017-05-03T14:54:29.580Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-05-03T14:54:29.580Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {article},\n author = {Recio-Garcia, Juan A and Diaz-Agudo, Belen and Gonzalez-Calero, Pedro A and M, A C},\n journal = {Recsys'08: Proceedings of the 2008 Acm Conference on Recommender Systems}\n}
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\n \n\n \n \n \n \n \n Role-Play Virtual Environments: Recreational Learning of Software Design.\n \n \n \n\n\n \n Jimenez-Diaz, G.; Gomez-Albarran, M.; Gonzalez-Calero, P., A.; Dillenbourg, P.; and Specht, M.\n\n\n \n\n\n\n Times of Convergence: Technologies Across Learning Contexts, Proceedings. 2008.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inbook{\n type = {inbook},\n year = {2008},\n id = {fe8e1759-c47e-3672-9f71-ca84e5ecc1de},\n created = {2017-05-03T14:54:29.942Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-05-03T14:54:29.942Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {inbook},\n author = {Jimenez-Diaz, Guillermo and Gomez-Albarran, Mercedes and Gonzalez-Calero, Pedro A and Dillenbourg, P and Specht, M},\n chapter = {Role-Play Virtual Environments: Recreational Learning of Software Design},\n title = {Times of Convergence: Technologies Across Learning Contexts, Proceedings}\n}
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\n  \n 2007\n \n \n (12)\n \n \n
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\n \n\n \n \n \n \n \n Combining HTN-DL planning and CBR to compound Semantic Web services.\n \n \n \n\n\n \n Sanchez-Ruiz, A.; Gonzalez-Calero, P.; and Díaz-Agudo, B.\n\n\n \n\n\n\n In CEUR Workshop Proceedings, volume 275, pages 104-105, 2007. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Combining HTN-DL planning and CBR to compound Semantic Web services},\n type = {inproceedings},\n year = {2007},\n pages = {104-105},\n volume = {275},\n id = {2a39177e-a1d7-3672-a4e7-46f83c8bd706},\n created = {2016-03-23T11:20:09.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {Sanchez-Ruiz, A.A. and Gonzalez-Calero, P.A. and Díaz-Agudo, B.},\n booktitle = {CEUR Workshop Proceedings}\n}
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\n \n\n \n \n \n \n \n Building CBR systems with jcolibri.\n \n \n \n\n\n \n Díaz-Agudo, B.; González-Calero, P.; Recio-García, J.; and Sánchez-Ruiz-Granados, A.\n\n\n \n\n\n\n Science of Computer Programming, 69(1-3): 68-75. 2007.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
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@article{\n title = {Building CBR systems with jcolibri},\n type = {article},\n year = {2007},\n keywords = {Case-based reasoning,Ontologies,Problem-solving methods},\n pages = {68-75},\n volume = {69},\n id = {31a25385-0c67-341f-8ef1-bb1bfbd70361},\n created = {2016-03-23T11:20:13.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Case-based reasoning (CBR) is a paradigm for combining problem solving and learning that has become one of the most successful applied subfields of AI in recent years. Now that CBR has become a mature and established technology two necessities have become critical: the availability of tools to build CBR systems, and the accumulated practical experience of applying CBR techniques to real-world problems. In this paper we are presenting jcolibri, an object-oriented framework in Java for building CBR systems, that greatly benefits from the reuse of previously developed CBR systems. © 2007 Elsevier B.V. All rights reserved.},\n bibtype = {article},\n author = {Díaz-Agudo, B. and González-Calero, P.A. and Recio-García, J.A. and Sánchez-Ruiz-Granados, A.A.},\n doi = {10.1016/j.scico.2007.02.004},\n journal = {Science of Computer Programming},\n number = {1-3}\n}
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\n Case-based reasoning (CBR) is a paradigm for combining problem solving and learning that has become one of the most successful applied subfields of AI in recent years. Now that CBR has become a mature and established technology two necessities have become critical: the availability of tools to build CBR systems, and the accumulated practical experience of applying CBR techniques to real-world problems. In this paper we are presenting jcolibri, an object-oriented framework in Java for building CBR systems, that greatly benefits from the reuse of previously developed CBR systems. © 2007 Elsevier B.V. All rights reserved.\n
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\n \n\n \n \n \n \n \n Game based learning beyond simulations.\n \n \n \n\n\n \n Gómez-Martín, M.; Gómez-Martín, P.; and González-Calero, P.\n\n\n \n\n\n\n In European Conference on Games Based Learning, ECGBL 2007, pages 89-96, 2007. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {Game based learning beyond simulations},\n type = {inproceedings},\n year = {2007},\n keywords = {Game play,Metaphors,Teaching programming},\n pages = {89-96},\n id = {945859a6-1c2b-389c-b494-6814ea529201},\n created = {2016-03-23T11:20:13.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {The amazing growth of the videogame industry in the last few years has opened new opportunities for the use of games in education. Not only the technology has evolved to a point where almost photorealistic 3D virtual worlds can be seen at home with retail equipment, but also the language of the videogames has evolved to become sophisticated enough to express mental processes, social relations and to represent rich and diverse ways of interacting with the elements of the virtual worlds. In spite of the growing complexity of the videogame language, most of its applications to education are merely simulations built with game technology. This approach limits the application of game-based learning to those domains where real world activities can be easily simulated. The motivation for the work presented in this paper is to pursue more creative uses of videogames in education. When confronting with abstract domains, it is not always possible to find a correlation between each game mechanic and a real world counterpart of the taught subject. So we advocate for doing the game experience a more important part of the learning process instead of using the common simulation-centric approach. The solution that we propose is the use of metaphors where, given the domain to be taught, a virtual world is designed with elements, actions and processes that correspond, as much as possible, on a one to one basis to elements, actions and processes in the problem domain. As a proof of concept, we are working in a system called JV2M to teach the inner workings of the Java Virtual Machine. The user is given a piece of Java code which has to be executed by interacting with a metaphoric representation of the Java Virtual Machine. In this paper we present two possible metaphors, one is based on adventure games and the other on multiplayer first person shooters.},\n bibtype = {inproceedings},\n author = {Gómez-Martín, M. and Gómez-Martín, P. and González-Calero, P.},\n booktitle = {European Conference on Games Based Learning, ECGBL 2007}\n}
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\n The amazing growth of the videogame industry in the last few years has opened new opportunities for the use of games in education. Not only the technology has evolved to a point where almost photorealistic 3D virtual worlds can be seen at home with retail equipment, but also the language of the videogames has evolved to become sophisticated enough to express mental processes, social relations and to represent rich and diverse ways of interacting with the elements of the virtual worlds. In spite of the growing complexity of the videogame language, most of its applications to education are merely simulations built with game technology. This approach limits the application of game-based learning to those domains where real world activities can be easily simulated. The motivation for the work presented in this paper is to pursue more creative uses of videogames in education. When confronting with abstract domains, it is not always possible to find a correlation between each game mechanic and a real world counterpart of the taught subject. So we advocate for doing the game experience a more important part of the learning process instead of using the common simulation-centric approach. The solution that we propose is the use of metaphors where, given the domain to be taught, a virtual world is designed with elements, actions and processes that correspond, as much as possible, on a one to one basis to elements, actions and processes in the problem domain. As a proof of concept, we are working in a system called JV2M to teach the inner workings of the Java Virtual Machine. The user is given a piece of Java code which has to be executed by interacting with a metaphoric representation of the Java Virtual Machine. In this paper we present two possible metaphors, one is based on adventure games and the other on multiplayer first person shooters.\n
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\n \n\n \n \n \n \n \n Active learning in interactive simulations | Aprendizaje activo en simulaciones interactivas.\n \n \n \n\n\n \n Martín, M.; Martín, P.; and González Calero, P.\n\n\n \n\n\n\n Inteligencia Artificial, 11(33): 25-36. 2007.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@article{\n title = {Active learning in interactive simulations | Aprendizaje activo en simulaciones interactivas},\n type = {article},\n year = {2007},\n keywords = {Agente pedagogico,Compilacion,Educacion,Enseñar haciendo,Java},\n pages = {25-36},\n volume = {11},\n id = {cdb495b1-4770-35b4-a942-46832812dec7},\n created = {2016-03-23T11:20:16.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Computer simulations in inmersive environments have been used traditionally as learning tools. This is specially true in those domains where real training is expensive or dangerous, where virtual environments are used to emulate some aspects of the real world. In this paper we present our work in an emergent area where the inmersive environments are, instead of that, used to enhance the student motivation and the learning of those activities that imply problem resolution. Specifically, we present our system called JV2M. This system is a learning environment that teaches the Java Virtual Machine (JVM) and the compilation of object oriented languages. JV2M uses a metaphor that uses videogames ideas and their mechanics. Within the system, the student is focuses on the resolution of exercises. She has the help of a pedagogical virtual agent that, using explicit knowledge representation, is able to guide users throughout the resolution of the exercises. The paper describes how the system works, gives an idea of its architecture and lists the authoring tool used to create the exercises. © AEPIA.},\n bibtype = {article},\n author = {Martín, M.A.G. and Martín, P.P.G. and González Calero, P.A.},\n journal = {Inteligencia Artificial},\n number = {33}\n}
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\n Computer simulations in inmersive environments have been used traditionally as learning tools. This is specially true in those domains where real training is expensive or dangerous, where virtual environments are used to emulate some aspects of the real world. In this paper we present our work in an emergent area where the inmersive environments are, instead of that, used to enhance the student motivation and the learning of those activities that imply problem resolution. Specifically, we present our system called JV2M. This system is a learning environment that teaches the Java Virtual Machine (JVM) and the compilation of object oriented languages. JV2M uses a metaphor that uses videogames ideas and their mechanics. Within the system, the student is focuses on the resolution of exercises. She has the help of a pedagogical virtual agent that, using explicit knowledge representation, is able to guide users throughout the resolution of the exercises. The paper describes how the system works, gives an idea of its architecture and lists the authoring tool used to create the exercises. © AEPIA.\n
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\n \n\n \n \n \n \n \n Using role-play virtual environments to learn software design.\n \n \n \n\n\n \n Jiménez-Díaz, G.; González-Calero, P.; and Gómez-Albarrán, M.\n\n\n \n\n\n\n In European Conference on Games Based Learning, ECGBL 2007, pages 143-151, 2007. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@inproceedings{\n title = {Using role-play virtual environments to learn software design},\n type = {inproceedings},\n year = {2007},\n keywords = {Active learning,CRC cards,Object-oriented design,Role-play,Software design,Virtual environments},\n pages = {143-151},\n id = {5dbf13a1-33aa-36ed-a727-8aa35affd8f3},\n created = {2016-03-23T11:20:16.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Object-oriented software design is a kind of black-art that requires a combination of common sense, experience, good taste and the capability to look at a problem from different points of view. According to our experience, these abilities cannot be easily transferred to the students in a lecture. Taking ideas from the way software is designed in industry, according to agile methodologies, we have tried a more active teaching approach using role-play. Students are faced with a design problem and provided with an initial sketchy design, i.e. a number of classes, and several use cases to be solved using those classes. Each student adopts the role of an object and each use case is executed through message passing between the objects represented by the students. This way, the students have the chance to, at their own pace, evaluate the consequences of a given design and test their ideas with the other actors in play. The good results obtained during the empirical evaluation of this active learning approach have motivated us to transfer our teaching methodology to virtual environments. Using our previous experience developing game-based learning environments and taking ingredients from the interface and gameplay of first-person shooters and sport games, we have designed a role-play virtual environment (RPVE) that intends to maintain, and even reinforce, the benefits of role-play in the classroom. We developed ViRPlay3D, a RPVE to understand object-oriented software behavior. It supported a single player, included a simple metaphor and did not allow the modification of CRC cards. Nowadays, we have completed the specifications of ViRPlay3D2, an extension of ViRPlay3D for, both, understanding and creating object-oriented designs. ViRPlay3D2 is a multiplayer environment where students mimic the classroom role-play sessions. The students are immersed in the environment using a first-person view that simulates the point of view of the objects that participate in the role-play. The students can modify the proposed design and the simulation is recorded for a further evaluation.},\n bibtype = {inproceedings},\n author = {Jiménez-Díaz, G. and González-Calero, P. and Gómez-Albarrán, M.},\n booktitle = {European Conference on Games Based Learning, ECGBL 2007}\n}
\n
\n\n\n
\n Object-oriented software design is a kind of black-art that requires a combination of common sense, experience, good taste and the capability to look at a problem from different points of view. According to our experience, these abilities cannot be easily transferred to the students in a lecture. Taking ideas from the way software is designed in industry, according to agile methodologies, we have tried a more active teaching approach using role-play. Students are faced with a design problem and provided with an initial sketchy design, i.e. a number of classes, and several use cases to be solved using those classes. Each student adopts the role of an object and each use case is executed through message passing between the objects represented by the students. This way, the students have the chance to, at their own pace, evaluate the consequences of a given design and test their ideas with the other actors in play. The good results obtained during the empirical evaluation of this active learning approach have motivated us to transfer our teaching methodology to virtual environments. Using our previous experience developing game-based learning environments and taking ingredients from the interface and gameplay of first-person shooters and sport games, we have designed a role-play virtual environment (RPVE) that intends to maintain, and even reinforce, the benefits of role-play in the classroom. We developed ViRPlay3D, a RPVE to understand object-oriented software behavior. It supported a single player, included a simple metaphor and did not allow the modification of CRC cards. Nowadays, we have completed the specifications of ViRPlay3D2, an extension of ViRPlay3D for, both, understanding and creating object-oriented designs. ViRPlay3D2 is a multiplayer environment where students mimic the classroom role-play sessions. The students are immersed in the environment using a first-person view that simulates the point of view of the objects that participate in the role-play. The students can modify the proposed design and the simulation is recorded for a further evaluation.\n
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\n \n\n \n \n \n \n \n Using metaphors in game-based education.\n \n \n \n\n\n \n Gómez-Martín, P.; Gómez-Martín, M.; Campos, P.; and González-Calero, P.\n\n\n \n\n\n\n Volume 4469 LNCS 2007.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Using metaphors in game-based education},\n type = {book},\n year = {2007},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {477-488},\n volume = {4469 LNCS},\n id = {097feddc-4f70-386c-94a7-12e4d80d40e3},\n created = {2016-03-23T11:20:17.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {In spite of its growing popularity, due to a huge technical evolution in the last years and to the fact that new generations are more literate in games than in books, game-based teaching has been very restrictive in its application to adult education. Most applications are merely simulations built with game technology. In order to apply game-based education in domains that can not readily be turned into simulations, new ways of game design need to be explored. In this paper we describe a new approach using metaphorical worlds, and exemplify its application to teach Computer Science concepts, proposing two possible game designs for a game-based educational system devoted to teach the workings of the Java Virtual Machine. © Springer-Verlag Berlin Heidelberg 2007.},\n bibtype = {book},\n author = {Gómez-Martín, P.P. and Gómez-Martín, M.A. and Campos, P.P. and González-Calero, P.A.}\n}
\n
\n\n\n
\n In spite of its growing popularity, due to a huge technical evolution in the last years and to the fact that new generations are more literate in games than in books, game-based teaching has been very restrictive in its application to adult education. Most applications are merely simulations built with game technology. In order to apply game-based education in domains that can not readily be turned into simulations, new ways of game design need to be explored. In this paper we describe a new approach using metaphorical worlds, and exemplify its application to teach Computer Science concepts, proposing two possible game designs for a game-based educational system devoted to teach the workings of the Java Virtual Machine. © Springer-Verlag Berlin Heidelberg 2007.\n
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\n \n\n \n \n \n \n \n On the black art of designing computational workflows.\n \n \n \n\n\n \n Gil, Y.; González-Calero, P.; and Deelman, E.\n\n\n \n\n\n\n In Proceedings of the 2nd Workshop on Workflows in Support of Large-scale Science, WORKS'07, pages 53-62, 2007. \n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {On the black art of designing computational workflows},\n type = {inproceedings},\n year = {2007},\n keywords = {Computational workflows,Scientific workflows,Software design,Workflow design,Workflow systems},\n pages = {53-62},\n id = {ac76c0f9-c7f9-324e-bbce-50a563bf6254},\n created = {2016-03-23T11:20:17.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Computational workflows have recently emerged as an effective paradigm to manage large-scale distributed scientific computations. Workflow systems can automate many execution-level details and provide assistance in composing and validating workflows. However, there is still a significant effort involved in creating these workflows since they often represent collaborative and exploratory science experiments. Therefore, current practice is effective in producing results but not cost-effective for widespread adoption. Drawing from our previous research in computational workflows across scientific disciplines, this paper analyzes the tasks and overall process for designing these workflows. We discuss software engineering methodologies and their relevance to creating workflows as a unique kind of software artifact. We also discuss our ongoing work to make workflow applications more cost effective and lower the barriers for widespread adoption of workflow technologies.},\n bibtype = {inproceedings},\n author = {Gil, Y. and González-Calero, P.A. and Deelman, E.},\n doi = {10.1145/1273360.1273370},\n booktitle = {Proceedings of the 2nd Workshop on Workflows in Support of Large-scale Science, WORKS'07}\n}
\n
\n\n\n
\n Computational workflows have recently emerged as an effective paradigm to manage large-scale distributed scientific computations. Workflow systems can automate many execution-level details and provide assistance in composing and validating workflows. However, there is still a significant effort involved in creating these workflows since they often represent collaborative and exploratory science experiments. Therefore, current practice is effective in producing results but not cost-effective for widespread adoption. Drawing from our previous research in computational workflows across scientific disciplines, this paper analyzes the tasks and overall process for designing these workflows. We discuss software engineering methodologies and their relevance to creating workflows as a unique kind of software artifact. We also discuss our ongoing work to make workflow applications more cost effective and lower the barriers for widespread adoption of workflow technologies.\n
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\n \n\n \n \n \n \n \n Adjusting game difficulty level through Formal Concept Analysis.\n \n \n \n\n\n \n Gómez-Martín, M.; Gómez-Martín, P.; Gonzâlez-Calero, P.; and Díaz-Agudo, B.\n\n\n \n\n\n\n In Research and Development in Intelligent Systems XXIII - Proceedings of AI 2006, the 26th SGAI International Conference on Innovative Techniques and Applications of Artificial Intelligence, pages 217-230, 2007. \n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Adjusting game difficulty level through Formal Concept Analysis},\n type = {inproceedings},\n year = {2007},\n pages = {217-230},\n id = {549d8f6e-b9e7-360d-b058-bda747907da3},\n created = {2016-03-23T11:20:20.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {In order to reach as many players as possible, videogames usually allow the user to choose the difficulty level. To do it, game designers have to decide the values that some game parameters will have depending on that decision. In simple videogames this is almost trivial: minesweeper is harder with longer board sizes and number of mines. In more complex games, game designers may take advantage of data mining to establish which of all the possible parameters will affect positively to the player experience. This paper describes the use of Formal Concept Analysis to help to balance the game using the logs obtained in the tests made prior the release of the game. © 2007 Springer-Verlag London.},\n bibtype = {inproceedings},\n author = {Gómez-Martín, M.A. and Gómez-Martín, P.P. and Gonzâlez-Calero, P.A. and Díaz-Agudo, B.},\n doi = {10.1007/978-1-84628-663-6-16},\n booktitle = {Research and Development in Intelligent Systems XXIII - Proceedings of AI 2006, the 26th SGAI International Conference on Innovative Techniques and Applications of Artificial Intelligence}\n}
\n
\n\n\n
\n In order to reach as many players as possible, videogames usually allow the user to choose the difficulty level. To do it, game designers have to decide the values that some game parameters will have depending on that decision. In simple videogames this is almost trivial: minesweeper is harder with longer board sizes and number of mines. In more complex games, game designers may take advantage of data mining to establish which of all the possible parameters will affect positively to the player experience. This paper describes the use of Formal Concept Analysis to help to balance the game using the logs obtained in the tests made prior the release of the game. © 2007 Springer-Verlag London.\n
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\n \n\n \n \n \n \n \n Natural language queries in CBR systems.\n \n \n \n\n\n \n Díaz-Agudo, B.; Recio-García, J.; and González-Calero, P.\n\n\n \n\n\n\n In Proceedings - International Conference on Tools with Artificial Intelligence, ICTAI, volume 2, pages 468-472, 2007. \n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Natural language queries in CBR systems},\n type = {inproceedings},\n year = {2007},\n pages = {468-472},\n volume = {2},\n id = {a17421e7-cde8-33d7-b45e-851d1b53c83b},\n created = {2016-03-23T11:20:21.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Case Based Reasoning (CBR) systems reason by similarity between current unsolved problems and past solved problems. In such systems interaction between users and the reasoning module is very important to identify the specific aspects of the query problem. In this paper we describe a textual interface module included into jCOLIBRI, a Java framework to design CBR systems. To be able to "understand" the query, the module processes the text using information extraction, analysis and reasoning techniques, based on external resources like domain ontologies and other linguistic resources such as Wordnet. © 2007 IEEE.},\n bibtype = {inproceedings},\n author = {Díaz-Agudo, B. and Recio-García, J.A. and González-Calero, P.A.},\n doi = {10.1109/ICTAI.2007.27},\n booktitle = {Proceedings - International Conference on Tools with Artificial Intelligence, ICTAI}\n}
\n
\n\n\n
\n Case Based Reasoning (CBR) systems reason by similarity between current unsolved problems and past solved problems. In such systems interaction between users and the reasoning module is very important to identify the specific aspects of the query problem. In this paper we describe a textual interface module included into jCOLIBRI, a Java framework to design CBR systems. To be able to \"understand\" the query, the module processes the text using information extraction, analysis and reasoning techniques, based on external resources like domain ontologies and other linguistic resources such as Wordnet. © 2007 IEEE.\n
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\n \n\n \n \n \n \n \n Pass the ball: Game-based learning of software design.\n \n \n \n\n\n \n Jiménez-Díaz, G.; Gómez-Albarrán, M.; and González-Calero, P.\n\n\n \n\n\n\n Volume 4740 LNCS 2007.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
\n
@book{\n title = {Pass the ball: Game-based learning of software design},\n type = {book},\n year = {2007},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n keywords = {Game-based learning,Object-oriented design,Role-play},\n pages = {49-54},\n volume = {4740 LNCS},\n id = {4377f0c8-649d-38c5-af6d-010b4c79d4b9},\n created = {2016-03-23T11:20:22.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Based on our experience using active learning methods to teach object-oriented software design we propose a game-based approach to take the classroom experience into a virtual environment. The different pedagogical approaches that our active method supports, have motivated us to tailor an architecture that supports the creation of different variations of role-play environments, ranging from open-ended trial and error approaches to highly constrained settings where students can not get very far from the solution. We also describe a prototype that instantiates this architecture called ViRPlay3D2. &copy IFIP International Federation for Information Processing 2007.},\n bibtype = {book},\n author = {Jiménez-Díaz, G. and Gómez-Albarrán, M. and González-Calero, P.A.}\n}
\n
\n\n\n
\n Based on our experience using active learning methods to teach object-oriented software design we propose a game-based approach to take the classroom experience into a virtual environment. The different pedagogical approaches that our active method supports, have motivated us to tailor an architecture that supports the creation of different variations of role-play environments, ranging from open-ended trial and error approaches to highly constrained settings where students can not get very far from the solution. We also describe a prototype that instantiates this architecture called ViRPlay3D2. © IFIP International Federation for Information Processing 2007.\n
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\n \n\n \n \n \n \n \n The WINGS of jCOLIBRI: A CBR Architecture for Semantic Web Services.\n \n \n \n\n\n \n Recio-Garcia, J., A.; Gomez-Berbis, J., M.; Diaz-Agudo, B.; Gonzalez-Calero, P., A.; Abraham, A.; and Han, S., Y.\n\n\n \n\n\n\n Nwesp 2007: Third International Conference on Next Generation Web Services Practices, Proceedings. 2007.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {The WINGS of jCOLIBRI: A CBR Architecture for Semantic Web Services},\n type = {article},\n year = {2007},\n id = {e48d4385-cb16-3dea-a0d7-273540329eb5},\n created = {2017-05-03T14:54:30.045Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-05-03T14:54:30.045Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {article},\n author = {Recio-Garcia, Juan A and Gomez-Berbis, Juan M and Diaz-Agudo, Belen and Gonzalez-Calero, Pedro A and Abraham, A and Han, S Y},\n doi = {10.1109/NWESP.2007.19},\n journal = {Nwesp 2007: Third International Conference on Next Generation Web Services Practices, Proceedings}\n}
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\n \n\n \n \n \n \n \n Using metaphors in game-based education.\n \n \n \n\n\n \n Gomez-Martin, P., P.; Gomez-Martin, M., A.; Palmier Campos, P.; Gonzalez-Calero, P., A.; Hui, K., C.; Pan, Z., G.; Chung, R., C.; Wang, C., C., L.; Jin, X., G.; Gobel, S.; and Li, E., C., L.\n\n\n \n\n\n\n Technologies for E-Learning and Digital Entertainment, Proceedings. 2007.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inbook{\n type = {inbook},\n year = {2007},\n id = {3d488329-d524-316c-99bd-678319fcd031},\n created = {2017-05-03T14:54:30.141Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-05-03T14:54:30.141Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {inbook},\n author = {Gomez-Martin, Pedro P and Gomez-Martin, Marco A and Palmier Campos, Pablo and Gonzalez-Calero, Pedro A and Hui, K C and Pan, Z G and Chung, R C and Wang, C C L and Jin, X G and Gobel, S and Li, E C L},\n chapter = {Using metaphors in game-based education},\n title = {Technologies for E-Learning and Digital Entertainment, Proceedings}\n}
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\n  \n 2006\n \n \n (10)\n \n \n
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\n \n\n \n \n \n \n \n \n Ontology-Driven Development of Conversational CBR Systems.\n \n \n \n \n\n\n \n Gomez-Gauchia, H.; D iaz-Agudo, B.; and Gonzalez-Calero, P.\n\n\n \n\n\n\n 2006.\n \n\n\n\n
\n\n\n\n \n \n \"Ontology-DrivenWebsite\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@misc{\n title = {Ontology-Driven Development of Conversational CBR Systems},\n type = {misc},\n year = {2006},\n source = {Advances in casebased reasoning 8th European conference ECCBR 2006},\n pages = {309-324},\n websites = {http://dx.doi.org/10.1007/11805816_24},\n id = {90162911-5dbc-3efd-975a-0e250b7ee8ea},\n created = {2013-05-03T13:44:54.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-05-29T15:39:34.078Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {Gomez-Gauchia2006},\n private_publication = {false},\n abstract = {Conversational CBR has been used successfully for several years but building a new system demands a great cognitive effort of knowledge engineers and using it demands a similar effort of users. In this paper we use ontologies as the driving force to structure a development methodology where previous design efforts may be reused. We review the main issues of current CCBR models and their specific solutions. We describe afterwards how these solutions may be integrated in a common methodology to be reused in other similar CCBR systems. We particularly focus on the authoring issues to represent the knowledge.},\n bibtype = {misc},\n author = {Gomez-Gauchia, Hector and D iaz-Agudo, B and Gonzalez-Calero, P},\n doi = {10.1007/11805816_24}\n}
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\n Conversational CBR has been used successfully for several years but building a new system demands a great cognitive effort of knowledge engineers and using it demands a similar effort of users. In this paper we use ontologies as the driving force to structure a development methodology where previous design efforts may be reused. We review the main issues of current CCBR models and their specific solutions. We describe afterwards how these solutions may be integrated in a common methodology to be reused in other similar CCBR systems. We particularly focus on the authoring issues to represent the knowledge.\n
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\n \n\n \n \n \n \n \n Formal concept analysis for knowledge refinement in case based reasoning.\n \n \n \n\n\n \n Díaz-Agudo, B.; Gómez-Martín, M.; Gómez-Martín, P.; and González-Calero, P.\n\n\n \n\n\n\n In Research and Development in Intelligent Systems XXII - Proceedings of AI 2005, the 25th SGAI International Conference on Innovative Techniques and Applications of Artificial Intelligence, pages 233-245, 2006. \n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Formal concept analysis for knowledge refinement in case based reasoning},\n type = {inproceedings},\n year = {2006},\n pages = {233-245},\n id = {8b835895-e2cb-3691-a1b1-2e77a7ba4c1d},\n created = {2016-03-23T11:20:08.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Case-based Reasoning (CBR) is a problem solving paradigm that uses past experiences to solve new problems. Although CBR is supposed to alleviate the problem of knowledge acquisition, knowledge is still required to obtain the initial case base and to develop the processes of retrieving, reusing, revising and retaining cases. In this paper we propose the use of Formal Concept Analysis (FCA) to acquire and refine the knowledge available in a CBR system. In particular, we show how FC A can help to acquire indexing knowledge that supports the retrieval process, and also the use of FCA to improve the quality of the case base by identifying lack of coverage and biased combinations of case attributes. © 2006 Springer-Verlag London.},\n bibtype = {inproceedings},\n author = {Díaz-Agudo, B. and Gómez-Martín, M.A. and Gómez-Martín, P.P. and González-Calero, P.A.},\n doi = {10.1007/978-1-84628-226-3-18},\n booktitle = {Research and Development in Intelligent Systems XXII - Proceedings of AI 2005, the 25th SGAI International Conference on Innovative Techniques and Applications of Artificial Intelligence}\n}
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\n Case-based Reasoning (CBR) is a problem solving paradigm that uses past experiences to solve new problems. Although CBR is supposed to alleviate the problem of knowledge acquisition, knowledge is still required to obtain the initial case base and to develop the processes of retrieving, reusing, revising and retaining cases. In this paper we propose the use of Formal Concept Analysis (FCA) to acquire and refine the knowledge available in a CBR system. In particular, we show how FC A can help to acquire indexing knowledge that supports the retrieval process, and also the use of FCA to improve the quality of the case base by identifying lack of coverage and biased combinations of case attributes. © 2006 Springer-Verlag London.\n
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\n \n\n \n \n \n \n \n Conversational strategies in COBBER: An affective CCBR framework.\n \n \n \n\n\n \n Gómez-Gauchía, H.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n Journal of Experimental and Theoretical Artificial Intelligence, 18(4): 449-469. 2006.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{\n title = {Conversational strategies in COBBER: An affective CCBR framework},\n type = {article},\n year = {2006},\n keywords = {Affective computing,Conversational case-based reasoning,System dynamics},\n pages = {449-469},\n volume = {18},\n id = {75a269e9-1d60-3861-81e9-c8b7c818aac3},\n created = {2016-03-23T11:20:08.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {In this article we describe a domain-independent model to manage the conversation strategies between users and computers. We apply the model in COBBER, a Conversational case-based reasoning (CCBR) framework based on reusable ontologies. The overall goal of the model is to support users following an affective approach in order to keep them in the adequate mood to interact with the computer. We describe the main tasks of the framework and the methodology to instantiate the conversation strategies for a specific domain. We design the dynamic behavior of conversation strategies with causal loops from system dynamics theory. We adapt this theoretical framework to work with the CCBR approach. © 2006 Taylor & Francis.},\n bibtype = {article},\n author = {Gómez-Gauchía, H. and Díaz-Agudo, B. and González-Calero, P.A.},\n doi = {10.1080/09528130600975840},\n journal = {Journal of Experimental and Theoretical Artificial Intelligence},\n number = {4}\n}
\n
\n\n\n
\n In this article we describe a domain-independent model to manage the conversation strategies between users and computers. We apply the model in COBBER, a Conversational case-based reasoning (CCBR) framework based on reusable ontologies. The overall goal of the model is to support users following an affective approach in order to keep them in the adequate mood to interact with the computer. We describe the main tasks of the framework and the methodology to instantiate the conversation strategies for a specific domain. We design the dynamic behavior of conversation strategies with causal loops from system dynamics theory. We adapt this theoretical framework to work with the CCBR approach. © 2006 Taylor & Francis.\n
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\n \n\n \n \n \n \n \n Automatic personalization of the human computer interaction using temperaments *.\n \n \n \n\n\n \n Gómez-Gauchía, H.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n In FLAIRS 2006 - Proceedings of the Nineteenth International Florida Artificial Intelligence Research Society Conference, volume 2006, pages 352-357, 2006. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Automatic personalization of the human computer interaction using temperaments *},\n type = {inproceedings},\n year = {2006},\n pages = {352-357},\n volume = {2006},\n id = {18fcbc14-c848-3835-92b9-23c38cc49e18},\n created = {2016-03-23T11:20:08.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {In this paper we model a personalization system which takes into account the user interaction styles regarding a software artifact and the user temperament. We propose the use of Knowledge Intensive CBR where there are cases that represent specific variations of a given software artifact, and there are ontologies for the static knowledge. Our model is generic and reusable. In this paper we exemplify it with a system to personalize the Linux operating system environment. Copyright © 2006, American Association for Artificial Intelligence (www.aaai.org). All rights reserved.},\n bibtype = {inproceedings},\n author = {Gómez-Gauchía, H. and Díaz-Agudo, B. and González-Calero, P.A.},\n booktitle = {FLAIRS 2006 - Proceedings of the Nineteenth International Florida Artificial Intelligence Research Society Conference}\n}
\n
\n\n\n
\n In this paper we model a personalization system which takes into account the user interaction styles regarding a software artifact and the user temperament. We propose the use of Knowledge Intensive CBR where there are cases that represent specific variations of a given software artifact, and there are ontologies for the static knowledge. Our model is generic and reusable. In this paper we exemplify it with a system to personalize the Linux operating system environment. Copyright © 2006, American Association for Artificial Intelligence (www.aaai.org). All rights reserved.\n
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\n \n\n \n \n \n \n \n Ontology-driven development of conversational CBR systems.\n \n \n \n\n\n \n Gómez-Gauchía, H.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n Volume 4106 LNAI 2006.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Ontology-driven development of conversational CBR systems},\n type = {book},\n year = {2006},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {309-324},\n volume = {4106 LNAI},\n id = {d745a00c-2276-3ef6-87b5-550fde6b25de},\n created = {2016-03-23T11:20:13.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Conversational CBR has been used successfully for several years but building a new system demands a great cognitive effort of knowledge engineers and using it demands a similar effort of users. In this paper we use ontologies as the driving force to structure a development methodology where previous design efforts may be reused. We review the main issues of current CCBR models and their specific solutions. We describe afterwards how these solutions may be integrated in a common methodology to be reused in other similar CCBR systems. We particularly focus on the authoring issues to represent the knowledge. © Springer-Verlag Berlin Heidelberg 2006.},\n bibtype = {book},\n author = {Gómez-Gauchía, H. and Díaz-Agudo, B. and González-Calero, P.}\n}
\n
\n\n\n
\n Conversational CBR has been used successfully for several years but building a new system demands a great cognitive effort of knowledge engineers and using it demands a similar effort of users. In this paper we use ontologies as the driving force to structure a development methodology where previous design efforts may be reused. We review the main issues of current CCBR models and their specific solutions. We describe afterwards how these solutions may be integrated in a common methodology to be reused in other similar CCBR systems. We particularly focus on the authoring issues to represent the knowledge. © Springer-Verlag Berlin Heidelberg 2006.\n
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\n \n\n \n \n \n \n \n Dynamic binding is the name of the game.\n \n \n \n\n\n \n Gómez-Martín, M.; Gómez-Martín, P.; and González-Calero, P.\n\n\n \n\n\n\n Volume 4161 LNCS 2006.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Dynamic binding is the name of the game},\n type = {book},\n year = {2006},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {229-232},\n volume = {4161 LNCS},\n id = {c52a9934-d22d-3985-aa82-8ceb1d2caf63},\n created = {2016-03-23T11:20:14.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {This paper presents a tutoring system aimed at teaching how to compile Java into the language of the Java Virtual Machine, and, at the same time, promotes a better understanding of the underlying mechanisms of object-oriented programming. The interaction with the systems takes the form of a 3D videogame where the student must compete to provide the right machine instructions, collect resources needed by the instructions and use her knowledge about Java compilation to find the best strategy. © IFIP International Federation for Information Processing 2006.},\n bibtype = {book},\n author = {Gómez-Martín, M.A. and Gómez-Martín, P.P. and González-Calero, P.A.}\n}
\n
\n\n\n
\n This paper presents a tutoring system aimed at teaching how to compile Java into the language of the Java Virtual Machine, and, at the same time, promotes a better understanding of the underlying mechanisms of object-oriented programming. The interaction with the systems takes the form of a 3D videogame where the student must compete to provide the right machine instructions, collect resources needed by the instructions and use her knowledge about Java compilation to find the best strategy. © IFIP International Federation for Information Processing 2006.\n
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\n \n\n \n \n \n \n \n A distributed CBR framework through semantic web services.\n \n \n \n\n\n \n Recio-García, J.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n In Research and Development in Intelligent Systems XXII - Proceedings of AI 2005, the 25th SGAI International Conference on Innovative Techniques and Applications of Artificial Intelligence, pages 88-101, 2006. \n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {A distributed CBR framework through semantic web services},\n type = {inproceedings},\n year = {2006},\n pages = {88-101},\n id = {955be3fa-77c4-3bcf-8f63-8043c3a92232},\n created = {2016-03-23T11:20:15.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {jCOLIBRI is an Object-Oriented framework in Java that promotes software reuse for building CBR systems. It integrates the application of well proven Software Engineering techniques with a knowledge level description that separates the reasoning methods from the domain model. In this paper we present the evolution of the framework towards a Semantic Web Services (SWS) architecture where problem solving methods are represented as Web Services. In order to compose these services, our proposal uses an ontology with common CBR terminology and a Description Logic reasoner for choosing the most appropriate problem solving method. © 2006 Springer-Verlag London.},\n bibtype = {inproceedings},\n author = {Recio-García, J.A. and Díaz-Agudo, B. and González-Calero, P.},\n doi = {10.1007/978-1-84628-226-3-8},\n booktitle = {Research and Development in Intelligent Systems XXII - Proceedings of AI 2005, the 25th SGAI International Conference on Innovative Techniques and Applications of Artificial Intelligence}\n}
\n
\n\n\n
\n jCOLIBRI is an Object-Oriented framework in Java that promotes software reuse for building CBR systems. It integrates the application of well proven Software Engineering techniques with a knowledge level description that separates the reasoning methods from the domain model. In this paper we present the evolution of the framework towards a Semantic Web Services (SWS) architecture where problem solving methods are represented as Web Services. In order to compose these services, our proposal uses an ontology with common CBR terminology and a Description Logic reasoner for choosing the most appropriate problem solving method. © 2006 Springer-Verlag London.\n
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\n \n\n \n \n \n \n \n Not yet another visualization tool: Learning compilers for fun.\n \n \n \n\n\n \n Gómez-Martín, M.; Gómez-Martín, P.; Campos, P.; and González-Calero, P.\n\n\n \n\n\n\n In 8th International Symposium on Computers in Education Proceedings, SIIE 2006, pages 264-271, 2006. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Not yet another visualization tool: Learning compilers for fun},\n type = {inproceedings},\n year = {2006},\n pages = {264-271},\n id = {f6326060-a6d5-312c-8386-75f6a937b5e3},\n created = {2016-03-23T11:20:17.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {This paper presents a tutoring system aimed at teaching how to compile Java into the language of the Java Virtual Machine, and, at the same time, promotes a better understanding of the underlying mechanisms of object-oriented programming. The interaction with the systems takes the form of a 3D videogame where the student must compete to provide the right machine instructions, collect resources needed by the instructions and use her knowledge about Java compilation to find the best strategy.},\n bibtype = {inproceedings},\n author = {Gómez-Martín, M.A. and Gómez-Martín, P.P. and Campos, P.P. and González-Calero, P.A.},\n booktitle = {8th International Symposium on Computers in Education Proceedings, SIIE 2006}\n}
\n
\n\n\n
\n This paper presents a tutoring system aimed at teaching how to compile Java into the language of the Java Virtual Machine, and, at the same time, promotes a better understanding of the underlying mechanisms of object-oriented programming. The interaction with the systems takes the form of a 3D videogame where the student must compete to provide the right machine instructions, collect resources needed by the instructions and use her knowledge about Java compilation to find the best strategy.\n
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\n \n\n \n \n \n \n \n Improving annotation in the semantic web and case authoring in textual CBR.\n \n \n \n\n\n \n Recio-García, J.; Gómez-Martín, M.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n Volume 4106 LNAI 2006.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Improving annotation in the semantic web and case authoring in textual CBR},\n type = {book},\n year = {2006},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {226-240},\n volume = {4106 LNAI},\n id = {2c20d7c0-c011-3ca7-a013-f83d23f5e96b},\n created = {2016-03-23T11:20:21.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {This paper describes our work in textual Case-Based Reasoning within the context of Semantic Web. Semantic Annotation of plain texts is one of the core challenges for building the Semantic Web. We have used different techniques to annotate web pages with domain ontologies to facilitate semantic retrieval over the web. Typical similarity matching techniques borrowed from CBR can be applied to retrieve these annotated pages as cases. We compare different approaches to do such annotation process: manually, automatically based on Information Extraction (IE) rules, and completing the IE rules within the rules that result from the application of Formal Concept Analysis over a set of manually annotated cases. We have made our experiments using the textual CBR extension of the jCOLIBRI framework. © Springer-Verlag Berlin Heidelberg 2006.},\n bibtype = {book},\n author = {Recio-García, J.A. and Gómez-Martín, M.A. and Díaz-Agudo, B. and González-Calero, P.A.}\n}
\n
\n\n\n
\n This paper describes our work in textual Case-Based Reasoning within the context of Semantic Web. Semantic Annotation of plain texts is one of the core challenges for building the Semantic Web. We have used different techniques to annotate web pages with domain ontologies to facilitate semantic retrieval over the web. Typical similarity matching techniques borrowed from CBR can be applied to retrieve these annotated pages as cases. We compare different approaches to do such annotation process: manually, automatically based on Information Extraction (IE) rules, and completing the IE rules within the rules that result from the application of Formal Concept Analysis over a set of manually annotated cases. We have made our experiments using the textual CBR extension of the jCOLIBRI framework. © Springer-Verlag Berlin Heidelberg 2006.\n
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\n \n\n \n \n \n \n \n Case structures in jCOLIBRI.\n \n \n \n\n\n \n Sánchez-Ruiz, A., A.; Recio-García, J., A.; Díaz-Agudo, B.; and González-Calero, P., A.\n\n\n \n\n\n\n Expert Update, 9(2). 2006.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Case structures in jCOLIBRI},\n type = {article},\n year = {2006},\n volume = {9},\n id = {b5b01fff-2e5c-358d-8c3b-a60ec984267d},\n created = {2024-04-25T10:12:19.659Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2024-04-25T10:20:55.840Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {jCOLIBRI is a CBR framework that aims to formalize Case Based Reasoning and to provide a design and implementation assistance with software engineering tools. In this paper we describe our approach to describe and store cases and the new tools which facilitate the design and the development of case structures. We propose using OWL as a general language to interchange case bases that cover different case representation needs.},\n bibtype = {article},\n author = {Sánchez-Ruiz, Antonio A and Recio-García, Juan A and Díaz-Agudo, Belén and González-Calero, Pedro A},\n journal = {Expert Update},\n number = {2}\n}
\n
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\n jCOLIBRI is a CBR framework that aims to formalize Case Based Reasoning and to provide a design and implementation assistance with software engineering tools. In this paper we describe our approach to describe and store cases and the new tools which facilitate the design and the development of case structures. We propose using OWL as a general language to interchange case bases that cover different case representation needs.\n
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\n  \n 2005\n \n \n (8)\n \n \n
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\n \n\n \n \n \n \n \n Supporting conversation variability in COBBER using causal loops.\n \n \n \n\n\n \n Gómez-Gauchía, H.; Díaz-Agudo, B.; Martín, P.; and González-Calero, P.\n\n\n \n\n\n\n In Lecture Notes in Artificial Intelligence (Subseries of Lecture Notes in Computer Science), volume 3620, pages 252-266, 2005. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Supporting conversation variability in COBBER using causal loops},\n type = {inproceedings},\n year = {2005},\n pages = {252-266},\n volume = {3620},\n id = {e5d9e8f1-4200-3fe1-b611-d607fa2f2770},\n created = {2016-03-23T11:20:08.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Conversational Case Based Reasoning (CCBR) is a form of CBR where users initiate conversations with the system to solve a certain problem. Current CCBR solutions are limited to specific domains. In the solutions we find a lack of flexibility to deal with the user's variability: different conversation strategies depending on the user's current mood, computer skills, and domain expertise. We focus our framework, COBBER, in the user's variability during a computer session. COBBER is a CCBR framework to build CCBR applications in a systematic way. The framework offers, independently to the domain, models of different conversation strategies using causal loops. © Springer-Verlag Berlin Heidelberg 2005.},\n bibtype = {inproceedings},\n author = {Gómez-Gauchía, H. and Díaz-Agudo, B. and Martín, P.P.G. and González-Calero, P.},\n booktitle = {Lecture Notes in Artificial Intelligence (Subseries of Lecture Notes in Computer Science)}\n}
\n
\n\n\n
\n Conversational Case Based Reasoning (CCBR) is a form of CBR where users initiate conversations with the system to solve a certain problem. Current CCBR solutions are limited to specific domains. In the solutions we find a lack of flexibility to deal with the user's variability: different conversation strategies depending on the user's current mood, computer skills, and domain expertise. We focus our framework, COBBER, in the user's variability during a computer session. COBBER is a CCBR framework to build CCBR applications in a systematic way. The framework offers, independently to the domain, models of different conversation strategies using causal loops. © Springer-Verlag Berlin Heidelberg 2005.\n
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\n \n\n \n \n \n \n \n COBBER, towards an affective conversational KI-CBR framework.\n \n \n \n\n\n \n Gómez-Gauchía, H.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n In Proceedings of the 2nd Indian International Conference on Artificial Intelligence, IICAI 2005, pages 1804-1820, 2005. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {COBBER, towards an affective conversational KI-CBR framework},\n type = {inproceedings},\n year = {2005},\n pages = {1804-1820},\n id = {72970cf6-18a3-3e4b-affd-e3974627ed80},\n created = {2016-03-23T11:20:08.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {In this article we describe the COBBER, a Conversational Case-Based Reasoning framework to manage the conversation strategies between users and computers. The overall goal of the model is to support users following an affective approach in order to keep them in the adequate mood to interact with the computer. We describe the main tasks of the framework and the methodology to instantiate the conversation strategies. We use Causal Loops to manage the conversation strategies. Copyright © IICAI 2005.},\n bibtype = {inproceedings},\n author = {Gómez-Gauchía, H. and Díaz-Agudo, B. and González-Calero, P.},\n booktitle = {Proceedings of the 2nd Indian International Conference on Artificial Intelligence, IICAI 2005}\n}
\n
\n\n\n
\n In this article we describe the COBBER, a Conversational Case-Based Reasoning framework to manage the conversation strategies between users and computers. The overall goal of the model is to support users following an affective approach in order to keep them in the adequate mood to interact with the computer. We describe the main tasks of the framework and the methodology to instantiate the conversation strategies. We use Causal Loops to manage the conversation strategies. Copyright © IICAI 2005.\n
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\n \n\n \n \n \n \n \n Learning-by-doing through metaphorical simulation.\n \n \n \n\n\n \n Gómez-Martin, P.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n Volume 3682 LNAI 2005.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Learning-by-doing through metaphorical simulation},\n type = {book},\n year = {2005},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {55-64},\n volume = {3682 LNAI},\n id = {22335545-b28c-3af4-a136-a94f305f7fdc},\n created = {2016-03-23T11:20:12.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {After the doubtful success of content-based e-learning systems, simulations are gaining momentum within the e-learning community. Along this line we are working on JV2M, a simulation-based learning environment to teach the Java Virtual Machine (JVM) and the compilation of object-oriented languages. This paper describes both the metaphorical simulation of the JVM and the knowledge our system possesses and details an execution example that reflects how all the information is used on it. © Springer-Verlag Berlin Heidelberg 2005.},\n bibtype = {book},\n author = {Gómez-Martin, P.P. and Gómez-Martín, M.A. and González-Calero, P.A.}\n}
\n
\n\n\n
\n After the doubtful success of content-based e-learning systems, simulations are gaining momentum within the e-learning community. Along this line we are working on JV2M, a simulation-based learning environment to teach the Java Virtual Machine (JVM) and the compilation of object-oriented languages. This paper describes both the metaphorical simulation of the JVM and the knowledge our system possesses and details an execution example that reflects how all the information is used on it. © Springer-Verlag Berlin Heidelberg 2005.\n
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\n \n\n \n \n \n \n \n Case-based reasoning-inspired approaches to education.\n \n \n \n\n\n \n Kolodner, J.; Cox, M.; and González-Calero, P.\n\n\n \n\n\n\n Knowledge Engineering Review, 20(3): 299-303. 2005.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Case-based reasoning-inspired approaches to education},\n type = {article},\n year = {2005},\n pages = {299-303},\n volume = {20},\n id = {f0c34bd1-3b6f-3016-8a05-340bdc402ab2},\n created = {2016-03-23T11:20:14.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {This commentary briefly reviews work on the application of case-based reasoning (CBR) to the design and construction of educational approaches and computer-based teaching systems. The CBR cognitive model is at the core of constructivist learning approaches such as Goal-based Scenarios and Learning by Design. Case libraries can play roles as intelligent resources while learning and frameworks for articulating one's understanding. More recently, CBR techniques have been applied to design and construction of simulation-based learning systems and serious games. The main ideas of CBR are explained and pointers to relevant references are provided, both for finished work and on-going research. © 2006, Cambridge University Press.},\n bibtype = {article},\n author = {Kolodner, J.L. and Cox, M.T. and González-Calero, P.A.},\n doi = {10.1017/S0269888906000634},\n journal = {Knowledge Engineering Review},\n number = {3}\n}
\n
\n\n\n
\n This commentary briefly reviews work on the application of case-based reasoning (CBR) to the design and construction of educational approaches and computer-based teaching systems. The CBR cognitive model is at the core of constructivist learning approaches such as Goal-based Scenarios and Learning by Design. Case libraries can play roles as intelligent resources while learning and frameworks for articulating one's understanding. More recently, CBR techniques have been applied to design and construction of simulation-based learning systems and serious games. The main ideas of CBR are explained and pointers to relevant references are provided, both for finished work and on-going research. © 2006, Cambridge University Press.\n
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\n \n\n \n \n \n \n \n Opportunities for CBR in learning by doing.\n \n \n \n\n\n \n Gómez-Martín, P.; Gómez-Martín, M.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n In Lecture Notes in Artificial Intelligence (Subseries of Lecture Notes in Computer Science), volume 3620, pages 267-281, 2005. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Opportunities for CBR in learning by doing},\n type = {inproceedings},\n year = {2005},\n pages = {267-281},\n volume = {3620},\n id = {6961e28c-aed1-30b2-b56a-bea1c2d36d0f},\n created = {2016-03-23T11:20:15.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {In this paper we partially describe JV2M, a metaphorical simulation of the Java Virtual Machine where students can learn Java language compilation and reinforce object-oriented programming concepts. This description is contextualised within an abstract categorization of learning-by-doing tutoring systems intended to identify different activities where CBR can be applied. We concentrate on one of those activities, concretely on the automatic generation of new exercises through retrieval and adaptation of seed cases representing prototypical examples. © Springer-Verlag Berlin Heidelberg 2005.},\n bibtype = {inproceedings},\n author = {Gómez-Martín, P.P. and Gómez-Martín, M.A. and Díaz-Agudo, B. and González-Calero, P.A.},\n booktitle = {Lecture Notes in Artificial Intelligence (Subseries of Lecture Notes in Computer Science)}\n}
\n
\n\n\n
\n In this paper we partially describe JV2M, a metaphorical simulation of the Java Virtual Machine where students can learn Java language compilation and reinforce object-oriented programming concepts. This description is contextualised within an abstract categorization of learning-by-doing tutoring systems intended to identify different activities where CBR can be applied. We concentrate on one of those activities, concretely on the automatic generation of new exercises through retrieval and adaptation of seed cases representing prototypical examples. © Springer-Verlag Berlin Heidelberg 2005.\n
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\n \n\n \n \n \n \n \n On developing a distributed CBR framework through Semantic Web Services.\n \n \n \n\n\n \n Díaz-Agudo, B.; González-Calero, P.; Gomez-Martín, P.; and Gomez-Martín, M.\n\n\n \n\n\n\n In CEUR Workshop Proceedings, volume 188, 2005. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {On developing a distributed CBR framework through Semantic Web Services},\n type = {inproceedings},\n year = {2005},\n volume = {188},\n id = {69b3f14f-4a39-3aef-a67d-5e7d908b18a0},\n created = {2016-03-23T11:20:19.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {jCOLIBRI is an object-oriented framework in Java that promotes software reuse for building CBR systems, integrating the application of well proven Software Engineering techniques with a knowledge level description that separates the problem solving methods, that define the reasoning process, from the domain model. In this paper we envision the evolution of this framework into an open distributed framework where contributions to the framework are published, searched and integrated through Semantic Web Services.},\n bibtype = {inproceedings},\n author = {Díaz-Agudo, B. and González-Calero, P.A. and Gomez-Martín, P.P. and Gomez-Martín, M.A.},\n booktitle = {CEUR Workshop Proceedings}\n}
\n
\n\n\n
\n jCOLIBRI is an object-oriented framework in Java that promotes software reuse for building CBR systems, integrating the application of well proven Software Engineering techniques with a knowledge level description that separates the problem solving methods, that define the reasoning process, from the domain model. In this paper we envision the evolution of this framework into an open distributed framework where contributions to the framework are published, searched and integrated through Semantic Web Services.\n
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\n \n\n \n \n \n \n \n Software behaviour understanding supported by dynamic visualization and role-play.\n \n \n \n\n\n \n Jiménez-Dífaz, G.; Gómez-Albarrán, M.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In Proceedings of the 10th Annual SIGCSE Conference on Innovation and Technology in Computer Science Education, pages 54-58, 2005. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {Software behaviour understanding supported by dynamic visualization and role-play},\n type = {inproceedings},\n year = {2005},\n keywords = {Dynamic visualization,Role-play,Scenario diagrams,Software comprehension},\n pages = {54-58},\n id = {d01ff1f2-b385-3e46-a67c-443622e2f281},\n created = {2016-03-23T11:20:19.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Visualization techniques are commonly used in computer science, particularly for understanding the interactions intrinsic in the object-oriented paradigm. The visualization effectiveness improves if the student takes an active role during the learning process. In this paper we propose an active learning approach that lies in using role-play simulations in a virtual 3D environment. Copyright 2005 ACM.},\n bibtype = {inproceedings},\n author = {Jiménez-Dífaz, G. and Gómez-Albarrán, M. and Gómez-Martín, M.A. and González-Calero, P.A.},\n booktitle = {Proceedings of the 10th Annual SIGCSE Conference on Innovation and Technology in Computer Science Education}\n}
\n
\n\n\n
\n Visualization techniques are commonly used in computer science, particularly for understanding the interactions intrinsic in the object-oriented paradigm. The visualization effectiveness improves if the student takes an active role during the learning process. In this paper we propose an active learning approach that lies in using role-play simulations in a virtual 3D environment. Copyright 2005 ACM.\n
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\n \n\n \n \n \n \n \n Understanding object-oriented software through virtual role-play.\n \n \n \n\n\n \n Jiménez-Díaz, G.; Gómez-Albarrán, M.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In Proceedings - 5th IEEE International Conference on Advanced Learning Technologies, ICALT 2005, volume 2005, pages 875-877, 2005. \n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Understanding object-oriented software through virtual role-play},\n type = {inproceedings},\n year = {2005},\n pages = {875-877},\n volume = {2005},\n id = {39f1322a-08a7-392f-8cb7-2be0b8c16bf3},\n created = {2016-03-23T11:20:22.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Visualization techniques are commonly used in Computer Science, particularly for understanding the interactions intrinsic in the object-oriented paradigm. The visualization effectiveness improves if the student takes an active role during the learning process. In this paper we propose an active learning approach that uses interactive role-play simulations in a virtual 3D environment. © 2005 IEEE.},\n bibtype = {inproceedings},\n author = {Jiménez-Díaz, G. and Gómez-Albarrán, M. and Gómez-Martín, M.A. and González-Calero, P.A.},\n doi = {10.1109/ICALT.2005.293},\n booktitle = {Proceedings - 5th IEEE International Conference on Advanced Learning Technologies, ICALT 2005}\n}
\n
\n\n\n
\n Visualization techniques are commonly used in Computer Science, particularly for understanding the interactions intrinsic in the object-oriented paradigm. The visualization effectiveness improves if the student takes an active role during the learning process. In this paper we propose an active learning approach that uses interactive role-play simulations in a virtual 3D environment. © 2005 IEEE.\n
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\n  \n 2004\n \n \n (6)\n \n \n
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\n \n\n \n \n \n \n \n JColibri: An object-oriented framework for building CBR systems.\n \n \n \n\n\n \n Bello-Tomás, J.; González-Calero, P.; and Díaz-Agudo, B.\n\n\n \n\n\n\n Volume 3155 2004.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {JColibri: An object-oriented framework for building CBR systems},\n type = {book},\n year = {2004},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {32-46},\n volume = {3155},\n id = {871282d7-c3fe-365b-8d8e-f1d40512b6f0},\n created = {2016-03-23T11:20:13.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {We present an object-oriented framework in Java for building CBR systems that is an evolution of previous work on knowledge intensive CBR [8,9]. JColibri is a software artifact that promotes software reuse for building CBR systems, integrating the application of well proven Software Engineering techniques with a knowledge level description that separates the problem solving method, that defines the reasoning process, from the domain model, that describes the domain knowledge. Framework instantiation is supported by a graphical interface that guides the configuration of a particular CBR system, alleviating the steep learning curve typical for these type of systems. © Springer-Verlag 2004.},\n bibtype = {book},\n author = {Bello-Tomás, J.J. and González-Calero, P.A. and Díaz-Agudo, B.}\n}
\n
\n\n\n
\n We present an object-oriented framework in Java for building CBR systems that is an evolution of previous work on knowledge intensive CBR [8,9]. JColibri is a software artifact that promotes software reuse for building CBR systems, integrating the application of well proven Software Engineering techniques with a knowledge level description that separates the problem solving method, that defines the reasoning process, from the domain model, that describes the domain knowledge. Framework instantiation is supported by a graphical interface that guides the configuration of a particular CBR system, alleviating the steep learning curve typical for these type of systems. © Springer-Verlag 2004.\n
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\n \n\n \n \n \n \n \n A case study of structure processing to generate a case base.\n \n \n \n\n\n \n Gómez-Gauchía, H.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n Volume 3155 2004.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {A case study of structure processing to generate a case base},\n type = {book},\n year = {2004},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {587-600},\n volume = {3155},\n id = {fe010dd7-74ca-37da-af8e-1a5f0011bff6},\n created = {2016-03-23T11:20:15.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Although Case-based Reasoning is supposed to alleviate the well known knowledge acquisition bottleneck for knowledge-based systems, case acquisition remains an expensive process. In this paper we present a semiautomatic methodology for building an ontology-based organization of the Case Base and to populate it with cases extracted from structured documents. The methodology is analyzed through the case study of a help desk system. © Springer-Verlag 2004.},\n bibtype = {book},\n author = {Gómez-Gauchía, H. and Díaz-Agudo, B. and González-Calero, P.A.}\n}
\n
\n\n\n
\n Although Case-based Reasoning is supposed to alleviate the well known knowledge acquisition bottleneck for knowledge-based systems, case acquisition remains an expensive process. In this paper we present a semiautomatic methodology for building an ontology-based organization of the Case Base and to populate it with cases extracted from structured documents. The methodology is analyzed through the case study of a help desk system. © Springer-Verlag 2004.\n
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\n \n\n \n \n \n \n \n Developing active help for framework instantiation through case-based reasoning.\n \n \n \n\n\n \n Fernández-Conde, C.; and González-Calero, P.\n\n\n \n\n\n\n Volume 3107 2004.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Developing active help for framework instantiation through case-based reasoning},\n type = {book},\n year = {2004},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {308-317},\n volume = {3107},\n id = {0e119ac8-a703-36c5-aa8f-d4779f7c3dff},\n created = {2016-03-23T11:20:16.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Object-oriented frameworks are sophisticated software artifacts that significantly impact productivity when building applications in a given domain. However, frameworks are complex and hard to master, and it remains an open problem to find a cost-effective solution for documenting them. This paper presents the case-based approach of FrameDoc to framework documentation and reuse. By means of explicit knowledge representation and CBR, FrameDoc assists a novel user of the framework in the process of building new applications, by maintaining a case base of previous framework instantiations where relevant past cases can be retrieved and reused. The approach proposes both a methodology for framework documentation, and a tool that helps the user when reusing a framework through the knowledge represented in the documentation. © Springer-Verlag 2004.},\n bibtype = {book},\n author = {Fernández-Conde, C.J. and González-Calero, P.A.}\n}
\n
\n\n\n
\n Object-oriented frameworks are sophisticated software artifacts that significantly impact productivity when building applications in a given domain. However, frameworks are complex and hard to master, and it remains an open problem to find a cost-effective solution for documenting them. This paper presents the case-based approach of FrameDoc to framework documentation and reuse. By means of explicit knowledge representation and CBR, FrameDoc assists a novel user of the framework in the process of building new applications, by maintaining a case base of previous framework instantiations where relevant past cases can be retrieved and reused. The approach proposes both a methodology for framework documentation, and a tool that helps the user when reusing a framework through the knowledge represented in the documentation. © Springer-Verlag 2004.\n
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\n \n\n \n \n \n \n \n Game-driven intelligent tutoring systems.\n \n \n \n\n\n \n Gómez-Martín, M.; Gómez-Martín, P.; and González-Calero, P.\n\n\n \n\n\n\n Volume 3166 2004.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Game-driven intelligent tutoring systems},\n type = {book},\n year = {2004},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {108-113},\n volume = {3166},\n id = {125ccacf-8863-32c3-9602-1435be919f43},\n created = {2016-03-23T11:20:19.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {With the increase of computer capabilities, many learning systems have become complex simulators with advanced interfaces close to game quality. However, many games features have not been added to them. This paper focus on this area, listing what games can provide to simulation-driven tutoring systems. We also describe JV2M as an example of a game-driven intelligent tutoring system to teach the compilation process of Java programs. © IFIP International Federation for Information Processing 2004.},\n bibtype = {book},\n author = {Gómez-Martín, M.A. and Gómez-Martín, P.P. and González-Calero, P.A.}\n}
\n
\n\n\n
\n With the increase of computer capabilities, many learning systems have become complex simulators with advanced interfaces close to game quality. However, many games features have not been added to them. This paper focus on this area, listing what games can provide to simulation-driven tutoring systems. We also describe JV2M as an example of a game-driven intelligent tutoring system to teach the compilation process of Java programs. © IFIP International Federation for Information Processing 2004.\n
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\n \n\n \n \n \n \n \n Applying case-based teaching to object-oriented framework training.\n \n \n \n\n\n \n JIMENEZ-DIAZ, G.; GOMEZ-ALBARRAN, M.; GONZALEZ-CALERO, P.; and al., e.\n\n\n \n\n\n\n In 2nd Starting Artificial Intelligence Researchers Symposium, 2004. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Applying case-based teaching to object-oriented framework training},\n type = {inproceedings},\n year = {2004},\n id = {1af1dc6e-408c-32c6-aca8-c401649c740b},\n created = {2017-05-03T14:54:30.263Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-05-03T14:54:30.263Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {JIMENEZ-DIAZ, G and GOMEZ-ALBARRAN, M and GONZALEZ-CALERO, P and al., et},\n booktitle = {2nd Starting Artificial Intelligence Researchers Symposium}\n}
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\n \n\n \n \n \n \n \n Two-Layered Approach to Knowledge Representation using Conceptual Maps and Description Logics.\n \n \n \n\n\n \n Gómez-Gauchía, H.; Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n Concept Maps: Theory, Methodology, Technology. Proc. of the First Int. Conference on Concept Mapping, 1. 2004.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@article{\n title = {Two-Layered Approach to Knowledge Representation using Conceptual Maps and Description Logics},\n type = {article},\n year = {2004},\n volume = {1},\n id = {cc6d056a-ee12-3e04-893e-69e0f98259d4},\n created = {2024-04-25T10:12:26.343Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2024-04-25T10:20:53.648Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {The knowledge adquisition phase in Knowledge-based systems is still an important bottleneck. Case-Based Reasoning is a paradigm to build knowledge based systems, where past stereotypical experiences are used as the main source of knowledge to solve current problems. We use a knowledge intensive approach to CBR where the involved general knowledge is formalized usign Description Logics (DLs). Our experience has taught us that DLs are too complex to be understood by domain users. We observed that, because this complexity, they try to avoid the use of the system. We developed a methodology that includes several aspects in order to break this blockage. One aspect is the use of a two-layered knowledge representation: a formal layer with DLs and a graphical layer based on CMAPS. We centered our work with CMAPS in the first stage of the knowledge engineering cycle, the conceptualization phase.},\n bibtype = {article},\n author = {Gómez-Gauchía, Hector and Díaz-Agudo, Belén and González-Calero, Pedro},\n journal = {Concept Maps: Theory, Methodology, Technology. Proc. of the First Int. Conference on Concept Mapping}\n}
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\n The knowledge adquisition phase in Knowledge-based systems is still an important bottleneck. Case-Based Reasoning is a paradigm to build knowledge based systems, where past stereotypical experiences are used as the main source of knowledge to solve current problems. We use a knowledge intensive approach to CBR where the involved general knowledge is formalized usign Description Logics (DLs). Our experience has taught us that DLs are too complex to be understood by domain users. We observed that, because this complexity, they try to avoid the use of the system. We developed a methodology that includes several aspects in order to break this blockage. One aspect is the use of a two-layered knowledge representation: a formal layer with DLs and a graphical layer based on CMAPS. We centered our work with CMAPS in the first stage of the knowledge engineering cycle, the conceptualization phase.\n
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\n  \n 2003\n \n \n (2)\n \n \n
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\n \n\n \n \n \n \n \n Javy: Virtual environment for case-based teaching of java virtual machine.\n \n \n \n\n\n \n Gómez-Martín, P.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In Lecture Notes in Artificial Intelligence (Subseries of Lecture Notes in Computer Science), volume 2773 PART , pages 906-913, 2003. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Javy: Virtual environment for case-based teaching of java virtual machine},\n type = {inproceedings},\n year = {2003},\n pages = {906-913},\n volume = {2773 PART },\n id = {2ac857a3-3930-3f24-8c72-5d8170ffceaf},\n created = {2016-03-23T11:20:13.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Knowledge-based learning environments have become an ideal solution to provide an effective learning. Those systems base their teaching techniques upon constructivist problem solving, to supply an engaged learning environment. The students are presented with more and more challenging exercises, selected from a set of different scenarios depending on their knowledge. This paper presents a new of such systems, which aims to teach Java compilation with the help of a metaphorical virtual environment that simulates the Java Virtual Machine.},\n bibtype = {inproceedings},\n author = {Gómez-Martín, P.P. and Gómez-Martín, M.A. and González-Calero, P.A.},\n booktitle = {Lecture Notes in Artificial Intelligence (Subseries of Lecture Notes in Computer Science)}\n}
\n
\n\n\n
\n Knowledge-based learning environments have become an ideal solution to provide an effective learning. Those systems base their teaching techniques upon constructivist problem solving, to supply an engaged learning environment. The students are presented with more and more challenging exercises, selected from a set of different scenarios depending on their knowledge. This paper presents a new of such systems, which aims to teach Java compilation with the help of a metaphorical virtual environment that simulates the Java Virtual Machine.\n
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\n \n\n \n \n \n \n \n Adaptation guided retrieval based on formal concept analysis.\n \n \n \n\n\n \n Díaz-Agudo, B.; Gerv́s, P.; and González-Calero, P.\n\n\n \n\n\n\n In Lecture Notes in Artificial Intelligence (Subseries of Lecture Notes in Computer Science), volume 2689, pages 131-145, 2003. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Adaptation guided retrieval based on formal concept analysis},\n type = {inproceedings},\n year = {2003},\n pages = {131-145},\n volume = {2689},\n id = {8340c185-b02c-399d-bd91-851b6a8ad66a},\n created = {2016-03-23T11:20:17.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {In previous papers [5,4] we have proved the usefulness of Formal Concept Analysis (FCA) as an inductive technique that elicits knowledge embedded in a case library. The dependency knowledge implicitly contained in the case base is captured during the FCA process in the form of dependence rules among the attributes describing the cases. A substitution-based adaptation process is proposed that profits from these dependence rules since substituting an attribute may require to substitute dependant attributes. Dependence rules will guide an interactive query formulation process which favors retrieving cases where successful adaptations can be accomplished. In this paper we exemplify the use of FCA to help query formulation in an application to generate Spanish poetry versions of texts provided by the user.},\n bibtype = {inproceedings},\n author = {Díaz-Agudo, B. and Gerv́s, P. and González-Calero, P.A.},\n booktitle = {Lecture Notes in Artificial Intelligence (Subseries of Lecture Notes in Computer Science)}\n}
\n
\n\n\n
\n In previous papers [5,4] we have proved the usefulness of Formal Concept Analysis (FCA) as an inductive technique that elicits knowledge embedded in a case library. The dependency knowledge implicitly contained in the case base is captured during the FCA process in the form of dependence rules among the attributes describing the cases. A substitution-based adaptation process is proposed that profits from these dependence rules since substituting an attribute may require to substitute dependant attributes. Dependence rules will guide an interactive query formulation process which favors retrieving cases where successful adaptations can be accomplished. In this paper we exemplify the use of FCA to help query formulation in an application to generate Spanish poetry versions of texts provided by the user.\n
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\n  \n 2002\n \n \n (3)\n \n \n
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\n \n\n \n \n \n \n \n Domain analysis of object-oriented frameworks in FrameDoc.\n \n \n \n\n\n \n Fernández-Conde, C.; and González-Calero, P.\n\n\n \n\n\n\n In ACM International Conference Proceeding Series, volume 27, pages 27-33, 2002. \n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Domain analysis of object-oriented frameworks in FrameDoc},\n type = {inproceedings},\n year = {2002},\n pages = {27-33},\n volume = {27},\n id = {7079af14-4996-3a7e-a116-328fe186fef0},\n created = {2016-03-23T11:20:12.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Frameworks are complex, and one of the biggest problems with most frameworks is just learning how to use them. In order to achieve the highest degree of reusability and extensibility, frameworks are built as sophisticated object-oriented artifacts and, therefore, it is not easy to understand the design concepts, commitments and decisions involved in the solutions. Within the overall goal of FrameDoc to alleviate the aforementioned learning effort by means of explicit knowledge representation and Case-Based Reasoning (CBR), this paper concentrates on the domain analysis process and the acquisition of knowledge about the framework. The proposed model consists of: a domain model, a model of the framework design, and connections between them. Supporting tools for building the model are also described in the paper. Copyright 2002 ACM.},\n bibtype = {inproceedings},\n author = {Fernández-Conde, C.J. and González-Calero, P.A.},\n doi = {10.1145/568760.568767},\n booktitle = {ACM International Conference Proceeding Series}\n}
\n
\n\n\n
\n Frameworks are complex, and one of the biggest problems with most frameworks is just learning how to use them. In order to achieve the highest degree of reusability and extensibility, frameworks are built as sophisticated object-oriented artifacts and, therefore, it is not easy to understand the design concepts, commitments and decisions involved in the solutions. Within the overall goal of FrameDoc to alleviate the aforementioned learning effort by means of explicit knowledge representation and Case-Based Reasoning (CBR), this paper concentrates on the domain analysis process and the acquisition of knowledge about the framework. The proposed model consists of: a domain model, a model of the framework design, and connections between them. Supporting tools for building the model are also described in the paper. Copyright 2002 ACM.\n
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\n \n\n \n \n \n \n \n Poetry generation in COLIBRI.\n \n \n \n\n\n \n Díaz-Agudo, B.; Gervás, P.; and González-Calero, P.\n\n\n \n\n\n\n Volume 2416 2002.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Poetry generation in COLIBRI},\n type = {book},\n year = {2002},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {73-87},\n volume = {2416},\n id = {37e92ebc-e090-34d3-a9ed-5d6dbfb78365},\n created = {2016-03-23T11:20:19.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© Springer-Verlag Berlin Heidelberg 2002. CBROnto is an ontology that incorporates common Case- Based Reasoning (CBR) terminology and serves as a domain-independent framework to design CBR applications. It is the core of COLIBRI, an environment to assist during the design of knowledge intensive CBR systems that combine cases with various knowledge types and reasoning methods. CBROnto captures knowledge about CBR tasks and methods, and aims to unify case specific and general domain knowledge representational needs. CBROnto specifies a modelling framework to describe reusable CBR Problem Solving Methods based on the CBR tasks they solve. This paper describes CBROnto’s main ideas and exemplifies them with an application to generate Spanish poetry versions of texts provided by the user.},\n bibtype = {book},\n author = {Díaz-Agudo, B. and Gervás, P. and González-Calero, P.A.}\n}
\n
\n\n\n
\n © Springer-Verlag Berlin Heidelberg 2002. CBROnto is an ontology that incorporates common Case- Based Reasoning (CBR) terminology and serves as a domain-independent framework to design CBR applications. It is the core of COLIBRI, an environment to assist during the design of knowledge intensive CBR systems that combine cases with various knowledge types and reasoning methods. CBROnto captures knowledge about CBR tasks and methods, and aims to unify case specific and general domain knowledge representational needs. CBROnto specifies a modelling framework to describe reusable CBR Problem Solving Methods based on the CBR tasks they solve. This paper describes CBROnto’s main ideas and exemplifies them with an application to generate Spanish poetry versions of texts provided by the user.\n
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\n \n\n \n \n \n \n \n Developing an information system for framework reuse.\n \n \n \n\n\n \n Gomez-Albarran, M.; Gonzalez-Calero, P., A.; Bramer, M.; Coenen, F.; and Preece, A.\n\n\n \n\n\n\n Research and Development in Intelligent Systems Xviii. 2002.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inbook{\n type = {inbook},\n year = {2002},\n id = {d889cd81-92ae-33d2-808d-0a0d3bcc584e},\n created = {2017-05-03T14:54:30.324Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-05-03T14:54:30.324Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {inbook},\n author = {Gomez-Albarran, M and Gonzalez-Calero, P A and Bramer, M and Coenen, F and Preece, A},\n chapter = {Developing an information system for framework reuse},\n title = {Research and Development in Intelligent Systems Xviii}\n}
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\n  \n 2001\n \n \n (6)\n \n \n
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\n \n\n \n \n \n \n \n Applying case-based reasoning to support dynamic framework documentation.\n \n \n \n\n\n \n Gómez-Albarrán, M.; and González-Calero, P.\n\n\n \n\n\n\n International Journal of Software Engineering and Knowledge Engineering, 11(4): 479-502. 2001.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{\n title = {Applying case-based reasoning to support dynamic framework documentation},\n type = {article},\n year = {2001},\n keywords = {Case-based reasoning,Documentation and reuse,Knowledge representation,Knowledge-based software engineering,Object-oriented framework},\n pages = {479-502},\n volume = {11},\n id = {3555507c-eed9-3bb8-9e36-38ef05c28ec1},\n created = {2016-03-23T11:20:08.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {From the framework-based application developer point of view, good documentation approaches are those that gather appropriate framework information (usage experiences, descriptive knowledge) and provide efficient mechanisms both for accessing the information represented and discovering new information from the initial one. From the framework developer point of view, documentation approaches involving a low development effort are preferable. This paper presents a Case-Based Reasoning approach for framework documentation whose retrieval and adaptation mechanisms help framework users in the access and discovery processes. The learning mechanism lets the user enrich the initial set of usage experiences, reducing thereby the initial documentation development effort.},\n bibtype = {article},\n author = {Gómez-Albarrán, M. and González-Calero, P.A.},\n doi = {10.1142/S0218194001000633},\n journal = {International Journal of Software Engineering and Knowledge Engineering},\n number = {4}\n}
\n
\n\n\n
\n From the framework-based application developer point of view, good documentation approaches are those that gather appropriate framework information (usage experiences, descriptive knowledge) and provide efficient mechanisms both for accessing the information represented and discovering new information from the initial one. From the framework developer point of view, documentation approaches involving a low development effort are preferable. This paper presents a Case-Based Reasoning approach for framework documentation whose retrieval and adaptation mechanisms help framework users in the access and discovery processes. The learning mechanism lets the user enrich the initial set of usage experiences, reducing thereby the initial documentation development effort.\n
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\n \n\n \n \n \n \n \n Profiting from case-based reasoning in framework documentation.\n \n \n \n\n\n \n Gómez-Albarrán, M.; González-Calero, P.; and Fernández-Chamizo, C.\n\n\n \n\n\n\n In \"Technology of Object-Oriented Languages and Systems, pages 111-122, 2001. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Profiting from case-based reasoning in framework documentation},\n type = {inproceedings},\n year = {2001},\n pages = {111-122},\n id = {5a9f0637-f279-3897-ba95-1e9f99aeb7c5},\n created = {2016-03-23T11:20:14.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {A Case-Based Reasoning (CBR) approach to the framework documentation and reuse problem is proposed. It is considered a plausible approach to profit from the experience acquired in the use of frameworks. Such approach is illustrated by the Object-oriented Framework Reuse Assistant (OoFRA) which is a prototype tool that provides intelligent documentation for a framework in the graphical user interface domain.},\n bibtype = {inproceedings},\n author = {Gómez-Albarrán, M. and González-Calero, P. and Fernández-Chamizo, C.},\n booktitle = {"Technology of Object-Oriented Languages and Systems}\n}
\n
\n\n\n
\n A Case-Based Reasoning (CBR) approach to the framework documentation and reuse problem is proposed. It is considered a plausible approach to profit from the experience acquired in the use of frameworks. Such approach is illustrated by the Object-oriented Framework Reuse Assistant (OoFRA) which is a prototype tool that provides intelligent documentation for a framework in the graphical user interface domain.\n
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\n \n\n \n \n \n \n \n Formal concept analysis as a support technique for CBR.\n \n \n \n\n\n \n Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n Knowledge-Based Systems, 14(3-4): 163-171. 2001.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{\n title = {Formal concept analysis as a support technique for CBR},\n type = {article},\n year = {2001},\n keywords = {Case retrieval,Formal concept analysis,Galois lattices},\n pages = {163-171},\n volume = {14},\n id = {afefa8f9-f650-3ed8-b4ee-2c730c26b381},\n created = {2016-03-23T11:20:15.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {This paper shows how the use of Galois lattices and formal concept analysis (FCA) can support CBR application designers, in the task of discovering knowledge embedded in the cases. FCA applied on a case library provides an internal sight of the conceptual structure and allows finding patterns, regularities and exceptions among the cases. Moreover, it extracts certain dependence rules between the attributes describing the cases, that will be used to guide the query formulation process. © 2001 Elsevier Science B.V.},\n bibtype = {article},\n author = {Díaz-Agudo, B. and González-Calero, P.A.},\n doi = {10.1016/S0950-7051(01)00093-4},\n journal = {Knowledge-Based Systems},\n number = {3-4}\n}
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\n This paper shows how the use of Galois lattices and formal concept analysis (FCA) can support CBR application designers, in the task of discovering knowledge embedded in the cases. FCA applied on a case library provides an internal sight of the conceptual structure and allows finding patterns, regularities and exceptions among the cases. Moreover, it extracts certain dependence rules between the attributes describing the cases, that will be used to guide the query formulation process. © 2001 Elsevier Science B.V.\n
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\n \n\n \n \n \n \n \n A declarative similarity framework for knowledge intensive CBR.\n \n \n \n\n\n \n Díaz-Agudo, B.; and González-Calero, A.\n\n\n \n\n\n\n Volume 2080 2001.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {A declarative similarity framework for knowledge intensive CBR},\n type = {book},\n year = {2001},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {158-172},\n volume = {2080},\n id = {e874b785-89eb-3d0c-ab0b-d16492af287d},\n created = {2016-03-23T11:20:16.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© Springer-Verlag Berlin Heidelberg 2001. This paper focuses on the design of knowledge intensive CBR systems and introduces a domain-independent architecture to help it. Our approach is based on acquiring the domain knowledge by reusing knowledge from a library of ontologies and integrating it with CBROnto, a task based ontology comprising common CBR terminology. In this paper we focus in retrieval and similarity assessment processes taking advantage of this domain knowledge. We describe our CBROnto based similarity representation framework and explain how it is used to represent similarity measures and retrieval processes.},\n bibtype = {book},\n author = {Díaz-Agudo, B. and González-Calero, A.}\n}
\n
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\n © Springer-Verlag Berlin Heidelberg 2001. This paper focuses on the design of knowledge intensive CBR systems and introduces a domain-independent architecture to help it. Our approach is based on acquiring the domain knowledge by reusing knowledge from a library of ontologies and integrating it with CBROnto, a task based ontology comprising common CBR terminology. In this paper we focus in retrieval and similarity assessment processes taking advantage of this domain knowledge. We describe our CBROnto based similarity representation framework and explain how it is used to represent similarity measures and retrieval processes.\n
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\n \n\n \n \n \n \n \n Knowledge intensive case-based assistance for framework reuse.\n \n \n \n\n\n \n Gómez-Albarrán, M.; and González-Calero, P.\n\n\n \n\n\n\n Volume 2070 2001.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Knowledge intensive case-based assistance for framework reuse},\n type = {book},\n year = {2001},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {891-900},\n volume = {2070},\n id = {a40bdb8a-7645-3b32-b669-585af0ef69d9},\n created = {2016-03-23T11:20:21.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© Springer-Verlag Berlin Heidelberg 2001. Our knowledge intensive Case-Based Reasoning approach faces the reuse of frameworks using cases that correspond to framework usage experiences. Knowledge about the framework design, code and domain complements the cases. The case retrieval, adaptation and learning mechanisms developed distinguish our work from others in the framework reuse literature. An authoring tool that helps in the implementation of the approach is sketched. A prototype tool that helps in the reuse of a framework in the graphical user interface domain illustrates the approach.},\n bibtype = {book},\n author = {Gómez-Albarrán, M. and González-Calero, P.A.}\n}
\n
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\n © Springer-Verlag Berlin Heidelberg 2001. Our knowledge intensive Case-Based Reasoning approach faces the reuse of frameworks using cases that correspond to framework usage experiences. Knowledge about the framework design, code and domain complements the cases. The case retrieval, adaptation and learning mechanisms developed distinguish our work from others in the framework reuse literature. An authoring tool that helps in the implementation of the approach is sketched. A prototype tool that helps in the reuse of a framework in the graphical user interface domain illustrates the approach.\n
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\n \n\n \n \n \n \n \n Classification based retrieval using Formal Concept Analysis.\n \n \n \n\n\n \n Diaz-Agudo, B.; Gonzalez-Calero, P., A.; Aha, D., W.; and Watson, I.\n\n\n \n\n\n\n Case-Based Reasoning Research and Development, Proceedings. 2001.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inbook{\n type = {inbook},\n year = {2001},\n id = {ded555dd-f4a0-33f3-aec6-bc1a0758a063},\n created = {2017-05-03T14:54:30.409Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-05-03T14:54:30.409Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {inbook},\n author = {Diaz-Agudo, B and Gonzalez-Calero, P A and Aha, D W and Watson, I},\n chapter = {Classification based retrieval using Formal Concept Analysis},\n title = {Case-Based Reasoning Research and Development, Proceedings}\n}
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\n  \n 2000\n \n \n (2)\n \n \n
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\n \n\n \n \n \n \n \n An architecture for knowledge intensive CBR systems.\n \n \n \n\n\n \n Díaz-Agudo, B.; and González-Calero, P.\n\n\n \n\n\n\n Volume 1898 2000.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {An architecture for knowledge intensive CBR systems},\n type = {book},\n year = {2000},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {37-48},\n volume = {1898},\n id = {b4a7d097-349c-3f1e-853e-a20897cb01ab},\n created = {2016-03-23T11:20:20.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© Springer-Verlag Berlin Heidelberg 2000. In this paper we describe a domain independent architecture to help in the design of knowledge intensive CBR systems. It is based on the knowledge incorporation from a library of application-independent ontologies and the use of an ontology with the common CBR terminology that guides the case representation and allows the description of flexible, generic and homogeneous CBR processes based on classification.},\n bibtype = {book},\n author = {Díaz-Agudo, B. and González-Calero, P.A.}\n}
\n
\n\n\n
\n © Springer-Verlag Berlin Heidelberg 2000. In this paper we describe a domain independent architecture to help in the design of knowledge intensive CBR systems. It is based on the knowledge incorporation from a library of application-independent ontologies and the use of an ontology with the common CBR terminology that guides the case representation and allows the description of flexible, generic and homogeneous CBR processes based on classification.\n
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\n \n\n \n \n \n \n \n Applying knowledge modelling and case-based reasoning to software reuse.\n \n \n \n\n\n \n González, P.\n\n\n \n\n\n\n IEE Proceedings: Software, 147(5). 2000.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Applying knowledge modelling and case-based reasoning to software reuse},\n type = {article},\n year = {2000},\n volume = {147},\n id = {7ea38616-922e-3855-ad07-228d0cb0ed74},\n created = {2017-11-27T17:54:17.195Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-11-27T17:54:17.195Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {The users of libraries of object-oriented software components face both a terminological and a cognitive gap in knowledge. Usually, library users do not understand the vocabulary used in library documentation, and they do not know some of the concepts involved in the solutions implemented by components. In order to close both gaps, a language for constructing functional descriptions of the components is defined, allowing the users to specify their needs. From this language, mappings among functional descriptions and components as a case base collecting 'interesting experiences' in the usage of the library are implemented. A knowledge representation system, based on description logics, is used to construct the description language and to implement the case-based reasoning processes. This approach has been applied to support the reuse of classes implementing data structures in the VisualWorks class library, a Smalltalk programming environment. © IEE, 2000.},\n bibtype = {article},\n author = {González, P.A.},\n doi = {10.1049/ip-sen:20000897},\n journal = {IEE Proceedings: Software},\n number = {5}\n}
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\n\n\n
\n The users of libraries of object-oriented software components face both a terminological and a cognitive gap in knowledge. Usually, library users do not understand the vocabulary used in library documentation, and they do not know some of the concepts involved in the solutions implemented by components. In order to close both gaps, a language for constructing functional descriptions of the components is defined, allowing the users to specify their needs. From this language, mappings among functional descriptions and components as a case base collecting 'interesting experiences' in the usage of the library are implemented. A knowledge representation system, based on description logics, is used to construct the description language and to implement the case-based reasoning processes. This approach has been applied to support the reuse of classes implementing data structures in the VisualWorks class library, a Smalltalk programming environment. © IEE, 2000.\n
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\n  \n 1999\n \n \n (1)\n \n \n
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\n \n\n \n \n \n \n \n Modelling the CBR life cycle using description logics.\n \n \n \n\n\n \n Gómez-Albarrán, M.; González-Calero, P.; Díaz-Agudo, B.; and Fernández-Conde, C.\n\n\n \n\n\n\n Volume 1650 1999.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Modelling the CBR life cycle using description logics},\n type = {book},\n year = {1999},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {147-161},\n volume = {1650},\n id = {ec0d4c33-9959-3dff-9be4-6fa4c4f05ef7},\n created = {2016-03-23T11:20:16.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© Springer-Verlag Berlin Heidelberg 1999. In this paper Description Logics are presented as a suitable formalism to model the CBR life cycle. We propose a general model to structure the knowledge needed in a CBR system, where adaptation knowledge is explicitly represented. Next, the CBR processes are de- scribed based on this model and the CBR system OoFRA is presented as an example of our approach.},\n bibtype = {book},\n author = {Gómez-Albarrán, M. and González-Calero, P.A. and Díaz-Agudo, B. and Fernández-Conde, C.},\n doi = {10.1007/3-540-48508-2_11}\n}
\n
\n\n\n
\n © Springer-Verlag Berlin Heidelberg 1999. In this paper Description Logics are presented as a suitable formalism to model the CBR life cycle. We propose a general model to structure the knowledge needed in a CBR system, where adaptation knowledge is explicitly represented. Next, the CBR processes are de- scribed based on this model and the CBR system OoFRA is presented as an example of our approach.\n
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\n  \n 1998\n \n \n (2)\n \n \n
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\n \n\n \n \n \n \n \n Managing the usage experience in a library of software components.\n \n \n \n\n\n \n GONZALEZ-CALERO, P., A.; GOMEZ-ALBARRAN, M.; FERNANDEZ-CHAMIZO, C.; and al., e.\n\n\n \n\n\n\n In Tasks and Methods in Applied Artificial Intelligence. 11th International Conference on Industrial and Engineering Applications of Artificial Intelligence and Expert Systems IEA-98-AIE. Proceedings, 1998. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Managing the usage experience in a library of software components},\n type = {inproceedings},\n year = {1998},\n id = {d20c0f44-8351-3bf9-a5d5-00b5c09e740a},\n created = {2017-05-03T14:54:30.512Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-05-29T15:39:33.981Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n citation_key = {GONZALEZ-CALERO1998},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {GONZALEZ-CALERO, P A and GOMEZ-ALBARRAN, M and FERNANDEZ-CHAMIZO, C and al., et},\n booktitle = {Tasks and Methods in Applied Artificial Intelligence. 11th  International Conference on Industrial and Engineering Applications of  Artificial Intelligence and Expert Systems IEA-98-AIE. Proceedings}\n}
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\n \n\n \n \n \n \n \n Software design as framework reuse: A knowledge-based approach.\n \n \n \n\n\n \n GOMEZ-ALBARRAN, M.; GONZALEZ-CALERO, P., A.; DIAZ-AGUDO, B.; and al., e.\n\n\n \n\n\n\n In 13TH European Conference on Artificial Intelligence (ECAI 98), 1998. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Software design as framework reuse: A knowledge-based approach},\n type = {inproceedings},\n year = {1998},\n id = {6962bec1-e8cd-34e4-aafd-96b19f24f8c9},\n created = {2017-05-03T14:54:30.615Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-05-03T14:54:30.615Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {GOMEZ-ALBARRAN, M and GONZALEZ-CALERO, P A and DIAZ-AGUDO, B and al., et},\n booktitle = {13TH European Conference on Artificial Intelligence (ECAI 98)}\n}
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\n  \n 1996\n \n \n (1)\n \n \n
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\n \n\n \n \n \n \n \n Supporting object reuse through case-based reasoning.\n \n \n \n\n\n \n Fernández-Chamizo, C.; González-Calero, P.; Gómez-Albarrán, M.; and Hernández-Yáñez, L.\n\n\n \n\n\n\n Volume 1168 1996.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Supporting object reuse through case-based reasoning},\n type = {book},\n year = {1996},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {135-149},\n volume = {1168},\n id = {fc04eb12-e3c9-35e1-9565-138697ef0eb3},\n created = {2016-03-23T11:20:09.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© Springer-Verlag Berlin Heidelberg 1996. In this paper we address the problem of locating the appropriate component in an object-oriented software repository along with the issue of extending the component to adapt it to particular requirements. In order to give support to both types of tasks, we use a CBR approach which allows to profit from past experiences with the use of the repository, and to integrate different knowledge sources under the same representation scheme. This approach has been evaluated through a prototype implementation, which addresses the reuse of a general purpose Small talk repository.},\n bibtype = {book},\n author = {Fernández-Chamizo, C. and González-Calero, P.A. and Gómez-Albarrán, M. and Hernández-Yáñez, L.},\n doi = {10.1007/BFb0020607}\n}
\n
\n\n\n
\n © Springer-Verlag Berlin Heidelberg 1996. In this paper we address the problem of locating the appropriate component in an object-oriented software repository along with the issue of extending the component to adapt it to particular requirements. In order to give support to both types of tasks, we use a CBR approach which allows to profit from past experiences with the use of the repository, and to integrate different knowledge sources under the same representation scheme. This approach has been evaluated through a prototype implementation, which addresses the reuse of a general purpose Small talk repository.\n
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\n  \n 1995\n \n \n (3)\n \n \n
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\n \n\n \n \n \n \n \n Promoting software reuse through explicit knowledge representations.\n \n \n \n\n\n \n Fernádez-Chamizo, C.; GÓnzález-Calero, P.; and GÓmez-Albarrán, M.\n\n\n \n\n\n\n Volume 990 1995.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Promoting software reuse through explicit knowledge representations},\n type = {book},\n year = {1995},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {387-396},\n volume = {990},\n id = {d52f8327-e507-3703-8f71-6afc4d828497},\n created = {2016-03-23T11:20:11.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© Springer-Verlag Berlin Heidelberg 1995. Selection and adaptation of software components are fundamental issues to attain effective reuse in object-oriented programming. Component understanding is essential to both processes. In this paper we propose a knowledge-based approach to the component understanding problem which includes the explicit representation of design commitments, design decisions and customizing alternatives. This proposal is being implemented in the ORA (Object Reuse Assistant) system, a tool to support the retrieval, understanding, and adaptation of software components in general purpose object-oriented libraries.},\n bibtype = {book},\n author = {Fernádez-Chamizo, C. and GÓnzález-Calero, P.A. and GÓmez-Albarrán, M.},\n doi = {10.1007/3-540-60428-6}\n}
\n
\n\n\n
\n © Springer-Verlag Berlin Heidelberg 1995. Selection and adaptation of software components are fundamental issues to attain effective reuse in object-oriented programming. Component understanding is essential to both processes. In this paper we propose a knowledge-based approach to the component understanding problem which includes the explicit representation of design commitments, design decisions and customizing alternatives. This proposal is being implemented in the ORA (Object Reuse Assistant) system, a tool to support the retrieval, understanding, and adaptation of software components in general purpose object-oriented libraries.\n
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\n \n\n \n \n \n \n \n Case-based retrieval of software components.\n \n \n \n\n\n \n Fernández-Chamizo, C.; Gonzalez-Calero, P.; Hernández-Yáñez, L.; and Urech-Baqué, A.\n\n\n \n\n\n\n Expert Systems With Applications, 9(3): 397-405. 1995.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Case-based retrieval of software components},\n type = {article},\n year = {1995},\n pages = {397-405},\n volume = {9},\n id = {c851de23-964f-3b5b-9f57-64ae26de948c},\n created = {2016-03-23T11:20:21.000Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-03-28T19:10:31.050Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {A major problem concerning the reusability of software is the retrieval of software components. Different approaches have been followed to solve this problem. In this paper we present the Reuse Assistant, a hybrid approach to support the retrieval of software components from a library of object classes. The Reuse Assistant consists of two subsystems that follow two different approaches: information retrieval techniques based on statistical methods, and knowledge-based techniques using some of the representation and indexing mechanisms found in case-based systems. The Information Retrieval approach grants system extendibility, and permits the use of a natural language interface. The Case-Based approach enables reasoning about concepts, allowing the retrieval of "approximate" components. Both subsystems can be operated from a common interface, where free-text and form filling queries can be posed. © 1995.},\n bibtype = {article},\n author = {Fernández-Chamizo, C. and Gonzalez-Calero, P.A. and Hernández-Yáñez, L. and Urech-Baqué, A.},\n doi = {10.1016/0957-4174(95)00012-X},\n journal = {Expert Systems With Applications},\n number = {3}\n}
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\n A major problem concerning the reusability of software is the retrieval of software components. Different approaches have been followed to solve this problem. In this paper we present the Reuse Assistant, a hybrid approach to support the retrieval of software components from a library of object classes. The Reuse Assistant consists of two subsystems that follow two different approaches: information retrieval techniques based on statistical methods, and knowledge-based techniques using some of the representation and indexing mechanisms found in case-based systems. The Information Retrieval approach grants system extendibility, and permits the use of a natural language interface. The Case-Based approach enables reasoning about concepts, allowing the retrieval of \"approximate\" components. Both subsystems can be operated from a common interface, where free-text and form filling queries can be posed. © 1995.\n
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\n \n\n \n \n \n \n \n CASE-BASED RETRIEVAL OF SOFTWARE COMPONENTS.\n \n \n \n\n\n \n FERNANDEZCHAMIZO, C.; GONZALEZCALERO, P., A.; HERNANDEZYANEZ, L.; and al., e.\n\n\n \n\n\n\n EXPERT SYSTEMS WITH APPLICATIONS. 1995.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {CASE-BASED RETRIEVAL OF SOFTWARE COMPONENTS},\n type = {article},\n year = {1995},\n id = {539c14f1-356f-33b5-a669-091ac3693622},\n created = {2017-05-03T14:54:30.716Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n last_modified = {2017-05-03T14:54:30.716Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {article},\n author = {FERNANDEZCHAMIZO, C and GONZALEZCALERO, P A and HERNANDEZYANEZ, L and al., et},\n journal = {EXPERT SYSTEMS WITH APPLICATIONS}\n}
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